mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Changes -
- Research
- Work finalized on Research, all extra items such as newscasters, alarms, fire extinguishers added. Cargo drop of point added Door access completed, landmarks and spawn points added, floor painted. No further major changes to be made to research.
- Cargo
- Work finalized, One new area added (second one to be added at a later date but causes no issues at this point). No major changes to be done to cargo at this time.
- Security
- Work finalized, brig cells work properly, cargo drop off point made, cameras added, blastdoors working properly, no major changes to be made.
- Medical
- Work finalized, hallways painted, shutters working properly, cameras added, virolocks functional. Cargo drop off point to still be added. No major changes to be done.
- Command
- Work in Progress, door access done including AI and AI upload, landmarks added, few light changes such as additional lights to the bridge. No major changes to be done
- Engineering
- Work in Progress, door access done, cargo drop off point added. Materials supplied, engineering 'elevator' functional. Blast doors need to be added. Detail work needs to be added. No major changes to be done.
- Civilian
- Work in Progress, door access should be finalized for areas such as the bar, kitchen, hydroponics coffee shop. Chapel driver now operational. Several areas with cameras, several areas still lacking cameras. Detail work missing such as newscasters and fire alarms. No major changes to be done.
- Misc
- Work in Progress,
- Tech storage access completed. Security checkpoint door control and access done.
- Airlock next to the research fixed. Waste disposals tweaked and fixed.
- Work completed on EVA, finalized. No further changes.
- IAA access and landmarks completed.
- Holopads added to areas previously without such as in front of escape pods.
- Other Tweaks
- Light ranges increased for both small and large lights.
- Small lights have had their color changed to a much fainter tint
- Comfy Chair tweak pending.
711 lines
19 KiB
Plaintext
711 lines
19 KiB
Plaintext
// The lighting system
|
|
//
|
|
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
|
|
|
|
|
|
// status values shared between lighting fixtures and items
|
|
#define LIGHT_OK 0
|
|
#define LIGHT_EMPTY 1
|
|
#define LIGHT_BROKEN 2
|
|
#define LIGHT_BURNED 3
|
|
#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
|
|
|
|
/obj/machinery/light_construct
|
|
name = "light fixture frame"
|
|
desc = "A light fixture under construction."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "tube-construct-stage1"
|
|
anchored = 1
|
|
layer = 5
|
|
var/stage = 1
|
|
var/fixture_type = "tube"
|
|
var/sheets_refunded = 2
|
|
var/obj/machinery/light/newlight = null
|
|
|
|
/obj/machinery/light_construct/New()
|
|
..()
|
|
if (fixture_type == "bulb")
|
|
icon_state = "bulb-construct-stage1"
|
|
|
|
/obj/machinery/light_construct/examine(mob/user)
|
|
if(!..(user, 2))
|
|
return
|
|
|
|
switch(src.stage)
|
|
if(1)
|
|
user << "It's an empty frame."
|
|
return
|
|
if(2)
|
|
user << "It's wired."
|
|
return
|
|
if(3)
|
|
user << "The casing is closed."
|
|
return
|
|
|
|
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
src.add_fingerprint(user)
|
|
if (istype(W, /obj/item/weapon/wrench))
|
|
if (src.stage == 1)
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
|
usr << "You begin deconstructing [src]."
|
|
if (!do_after(usr, 30))
|
|
return
|
|
new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
|
|
user.visible_message("[user.name] deconstructs [src].", \
|
|
"You deconstruct [src].", "You hear a noise.")
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
|
|
qdel(src)
|
|
if (src.stage == 2)
|
|
usr << "You have to remove the wires first."
|
|
return
|
|
|
|
if (src.stage == 3)
|
|
usr << "You have to unscrew the case first."
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/wirecutters))
|
|
if (src.stage != 2) return
|
|
src.stage = 1
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-construct-stage1"
|
|
if("bulb")
|
|
src.icon_state = "bulb-construct-stage1"
|
|
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
|
|
user.visible_message("[user.name] removes the wiring from [src].", \
|
|
"You remove the wiring from [src].", "You hear a noise.")
|
|
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
|
return
|
|
|
|
if(istype(W, /obj/item/stack/cable_coil))
|
|
if (src.stage != 1) return
|
|
var/obj/item/stack/cable_coil/coil = W
|
|
if (coil.use(1))
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-construct-stage2"
|
|
if("bulb")
|
|
src.icon_state = "bulb-construct-stage2"
|
|
src.stage = 2
|
|
user.visible_message("[user.name] adds wires to [src].", \
|
|
"You add wires to [src].")
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
if (src.stage == 2)
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-empty"
|
|
if("bulb")
|
|
src.icon_state = "bulb-empty"
|
|
src.stage = 3
|
|
user.visible_message("[user.name] closes [src]'s casing.", \
|
|
"You close [src]'s casing.", "You hear a noise.")
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
|
|
|
switch(fixture_type)
|
|
|
|
if("tube")
|
|
newlight = new /obj/machinery/light/built(src.loc)
|
|
if ("bulb")
|
|
newlight = new /obj/machinery/light/small/built(src.loc)
|
|
|
|
newlight.dir = src.dir
|
|
src.transfer_fingerprints_to(newlight)
|
|
qdel(src)
|
|
return
|
|
..()
|
|
|
|
/obj/machinery/light_construct/small
|
|
name = "small light fixture frame"
|
|
desc = "A small light fixture under construction."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "bulb-construct-stage1"
|
|
anchored = 1
|
|
layer = 5
|
|
stage = 1
|
|
fixture_type = "bulb"
|
|
sheets_refunded = 1
|
|
|
|
// the standard tube light fixture
|
|
/obj/machinery/light
|
|
name = "light fixture"
|
|
icon = 'icons/obj/lighting.dmi'
|
|
var/base_state = "tube" // base description and icon_state
|
|
icon_state = "tube1"
|
|
desc = "A lighting fixture."
|
|
anchored = 1
|
|
layer = 5 // They were appearing under mobs which is a little weird - Ostaf
|
|
use_power = 2
|
|
idle_power_usage = 2
|
|
active_power_usage = 20
|
|
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
|
var/on = 0 // 1 if on, 0 if off
|
|
var/on_gs = 0
|
|
var/brightness_range = 10 // luminosity when on, also used in power calculation
|
|
var/brightness_power = 3
|
|
var/brightness_color = null
|
|
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
|
|
var/flickering = 0
|
|
var/light_type = /obj/item/weapon/light/tube // the type of light item
|
|
var/fitting = "tube"
|
|
var/switchcount = 0 // count of number of times switched on/off
|
|
// this is used to calc the probability the light burns out
|
|
|
|
var/rigged = 0 // true if rigged to explode
|
|
|
|
// the smaller bulb light fixture
|
|
|
|
/obj/machinery/light/small
|
|
icon_state = "bulb1"
|
|
base_state = "bulb"
|
|
fitting = "bulb"
|
|
brightness_range = 6
|
|
brightness_power = 2
|
|
brightness_color = "#FFF4E5"
|
|
desc = "A small lighting fixture."
|
|
light_type = /obj/item/weapon/light/bulb
|
|
|
|
|
|
/obj/machinery/light/spot
|
|
name = "spotlight"
|
|
fitting = "large tube"
|
|
light_type = /obj/item/weapon/light/tube/large
|
|
brightness_range = 12
|
|
brightness_power = 4
|
|
|
|
/obj/machinery/light/built/New()
|
|
status = LIGHT_EMPTY
|
|
update(0)
|
|
..()
|
|
|
|
/obj/machinery/light/small/built/New()
|
|
status = LIGHT_EMPTY
|
|
update(0)
|
|
..()
|
|
|
|
// create a new lighting fixture
|
|
/obj/machinery/light/New()
|
|
..()
|
|
|
|
spawn(2)
|
|
on = has_power()
|
|
|
|
switch(fitting)
|
|
if("tube")
|
|
if(prob(2))
|
|
broken(1)
|
|
if("bulb")
|
|
if(prob(5))
|
|
broken(1)
|
|
spawn(1)
|
|
update(0)
|
|
|
|
/obj/machinery/light/Destroy()
|
|
var/area/A = get_area(src)
|
|
if(A)
|
|
on = 0
|
|
// A.update_lights()
|
|
..()
|
|
|
|
/obj/machinery/light/update_icon()
|
|
|
|
switch(status) // set icon_states
|
|
if(LIGHT_OK)
|
|
icon_state = "[base_state][on]"
|
|
if(LIGHT_EMPTY)
|
|
icon_state = "[base_state]-empty"
|
|
on = 0
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
on = 0
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
on = 0
|
|
return
|
|
|
|
// update the icon_state and luminosity of the light depending on its state
|
|
/obj/machinery/light/proc/update(var/trigger = 1)
|
|
|
|
update_icon()
|
|
if(on)
|
|
if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
|
|
switchcount++
|
|
if(rigged)
|
|
if(status == LIGHT_OK && trigger)
|
|
|
|
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
|
|
explode()
|
|
else if( prob( min(60, switchcount*switchcount*0.01) ) )
|
|
if(status == LIGHT_OK && trigger)
|
|
status = LIGHT_BURNED
|
|
icon_state = "[base_state]-burned"
|
|
on = 0
|
|
set_light(0)
|
|
else
|
|
use_power = 2
|
|
set_light(brightness_range, brightness_power, brightness_color)
|
|
else
|
|
use_power = 1
|
|
set_light(0)
|
|
|
|
active_power_usage = ((light_range + light_power) * 10)
|
|
if(on != on_gs)
|
|
on_gs = on
|
|
|
|
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
|
|
if(!damage)
|
|
return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
user << "That object is useless to you."
|
|
return
|
|
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
|
|
return
|
|
visible_message("<span class='danger'>[user] smashes the light!</span>")
|
|
user.do_attack_animation(src)
|
|
broken()
|
|
return 1
|
|
|
|
// attempt to set the light's on/off status
|
|
// will not switch on if broken/burned/empty
|
|
/obj/machinery/light/proc/seton(var/s)
|
|
on = (s && status == LIGHT_OK)
|
|
update()
|
|
|
|
// examine verb
|
|
/obj/machinery/light/examine(mob/user)
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
user << "[desc] It is turned [on? "on" : "off"]."
|
|
if(LIGHT_EMPTY)
|
|
user << "[desc] The [fitting] has been removed."
|
|
if(LIGHT_BURNED)
|
|
user << "[desc] The [fitting] is burnt out."
|
|
if(LIGHT_BROKEN)
|
|
user << "[desc] The [fitting] has been smashed."
|
|
|
|
|
|
|
|
// attack with item - insert light (if right type), otherwise try to break the light
|
|
|
|
/obj/machinery/light/attackby(obj/item/W, mob/user)
|
|
|
|
//Light replacer code
|
|
if(istype(W, /obj/item/device/lightreplacer))
|
|
var/obj/item/device/lightreplacer/LR = W
|
|
if(isliving(user))
|
|
var/mob/living/U = user
|
|
LR.ReplaceLight(src, U)
|
|
return
|
|
|
|
// attempt to insert light
|
|
if(istype(W, /obj/item/weapon/light))
|
|
if(status != LIGHT_EMPTY)
|
|
user << "There is a [fitting] already inserted."
|
|
return
|
|
else
|
|
src.add_fingerprint(user)
|
|
var/obj/item/weapon/light/L = W
|
|
if(istype(L, light_type))
|
|
status = L.status
|
|
user << "You insert the [L.name]."
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
brightness_range = L.brightness_range
|
|
brightness_power = L.brightness_power
|
|
brightness_color = L.brightness_color
|
|
on = has_power()
|
|
update()
|
|
|
|
user.drop_item() //drop the item to update overlays and such
|
|
qdel(L)
|
|
|
|
if(on && rigged)
|
|
|
|
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
|
|
explode()
|
|
else
|
|
user << "This type of light requires a [fitting]."
|
|
return
|
|
|
|
// attempt to break the light
|
|
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
|
|
|
|
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
|
|
|
|
|
|
if(prob(1+W.force * 5))
|
|
|
|
user << "You hit the light, and it smashes!"
|
|
for(var/mob/M in viewers(src))
|
|
if(M == user)
|
|
continue
|
|
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
|
|
if(on && (W.flags & CONDUCT))
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(12))
|
|
electrocute_mob(user, get_area(src), src, 0.3)
|
|
broken()
|
|
|
|
else
|
|
user << "You hit the light!"
|
|
|
|
// attempt to stick weapon into light socket
|
|
else if(status == LIGHT_EMPTY)
|
|
if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
|
user.visible_message("[user.name] opens [src]'s casing.", \
|
|
"You open [src]'s casing.", "You hear a noise.")
|
|
var/obj/machinery/light_construct/newlight = null
|
|
switch(fitting)
|
|
if("tube")
|
|
newlight = new /obj/machinery/light_construct(src.loc)
|
|
newlight.icon_state = "tube-construct-stage2"
|
|
|
|
if("bulb")
|
|
newlight = new /obj/machinery/light_construct/small(src.loc)
|
|
newlight.icon_state = "bulb-construct-stage2"
|
|
newlight.dir = src.dir
|
|
newlight.stage = 2
|
|
newlight.fingerprints = src.fingerprints
|
|
newlight.fingerprintshidden = src.fingerprintshidden
|
|
newlight.fingerprintslast = src.fingerprintslast
|
|
qdel(src)
|
|
return
|
|
|
|
user << "You stick \the [W] into the light socket!"
|
|
if(has_power() && (W.flags & CONDUCT))
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(75))
|
|
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
|
|
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/area/A = src.loc.loc
|
|
return A.lightswitch && (!A.requires_power || A.power_light)
|
|
|
|
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
|
if(flickering) return
|
|
flickering = 1
|
|
spawn(0)
|
|
if(on && status == LIGHT_OK)
|
|
for(var/i = 0; i < amount; i++)
|
|
if(status != LIGHT_OK) break
|
|
on = !on
|
|
update(0)
|
|
sleep(rand(5, 15))
|
|
on = (status == LIGHT_OK)
|
|
update(0)
|
|
flickering = 0
|
|
|
|
// ai attack - make lights flicker, because why not
|
|
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
src.flicker(1)
|
|
return
|
|
|
|
// attack with hand - remove tube/bulb
|
|
// if hands aren't protected and the light is on, burn the player
|
|
/obj/machinery/light/attack_hand(mob/user)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
user << "There is no [fitting] in this light."
|
|
return
|
|
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.species.can_shred(H))
|
|
for(var/mob/M in viewers(src))
|
|
M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
|
|
broken()
|
|
return
|
|
|
|
// make it burn hands if not wearing fire-insulated gloves
|
|
if(on)
|
|
var/prot = 0
|
|
var/mob/living/carbon/human/H = user
|
|
|
|
if(istype(H))
|
|
if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else if(H.gloves)
|
|
var/obj/item/clothing/gloves/G = H.gloves
|
|
if(G.max_heat_protection_temperature)
|
|
if(G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else
|
|
prot = 1
|
|
|
|
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
|
|
user << "You remove the light [fitting]"
|
|
else if(TK in user.mutations)
|
|
user << "You telekinetically remove the light [fitting]."
|
|
else
|
|
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
|
|
return // if burned, don't remove the light
|
|
else
|
|
user << "You remove the light [fitting]."
|
|
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = new light_type()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness_range = brightness_range
|
|
L.brightness_power = brightness_power
|
|
L.brightness_color = brightness_color
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
|
|
user.put_in_active_hand(L) //puts it in our active hand
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
user << "There is no [fitting] in this light."
|
|
return
|
|
|
|
user << "You telekinetically remove the light [fitting]."
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = new light_type()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness_range = brightness_range
|
|
L.brightness_power = brightness_power
|
|
L.brightness_color = brightness_color
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
L.loc = loc
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
on = 1
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(75))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
//blob effect
|
|
|
|
/obj/machinery/light/blob_act()
|
|
if(prob(75))
|
|
broken()
|
|
|
|
|
|
// timed process
|
|
// use power
|
|
|
|
#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
|
|
|
|
|
|
/obj/machinery/light/process()
|
|
if(on)
|
|
use_power(light_range * LIGHTING_POWER_FACTOR, LIGHT)
|
|
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
spawn(10)
|
|
seton(has_power())
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
var/turf/T = get_turf(src.loc)
|
|
spawn(0)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// the light item
|
|
// can be tube or bulb subtypes
|
|
// will fit into empty /obj/machinery/light of the corresponding type
|
|
|
|
/obj/item/weapon/light
|
|
icon = 'icons/obj/lighting.dmi'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = 2
|
|
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/base_state
|
|
var/switchcount = 0 // number of times switched
|
|
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/brightness_range = 2 //how much light it gives off
|
|
var/brightness_power = 1
|
|
var/brightness_color = null
|
|
|
|
/obj/item/weapon/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 8
|
|
brightness_power = 3
|
|
|
|
/obj/item/weapon/light/tube/large
|
|
w_class = 2
|
|
name = "large light tube"
|
|
brightness_range = 15
|
|
brightness_power = 4
|
|
|
|
/obj/item/weapon/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 5
|
|
brightness_power = 2
|
|
brightness_color = "#a0a080"
|
|
|
|
/obj/item/weapon/light/throw_impact(atom/hit_atom)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/bulb/fire
|
|
name = "fire bulb"
|
|
desc = "A replacement fire bulb."
|
|
icon_state = "fbulb"
|
|
base_state = "fbulb"
|
|
item_state = "egg4"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 5
|
|
brightness_power = 2
|
|
|
|
// update the icon state and description of the light
|
|
|
|
/obj/item/weapon/light/proc/update()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
icon_state = base_state
|
|
desc = "A replacement [name]."
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
desc = "A burnt-out [name]."
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
desc = "A broken [name]."
|
|
|
|
|
|
/obj/item/weapon/light/New()
|
|
..()
|
|
switch(name)
|
|
if("light tube")
|
|
brightness_range = rand(6,9)
|
|
if("light bulb")
|
|
brightness_range = rand(4,6)
|
|
update()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject phoron to make it explode
|
|
/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
|
|
..()
|
|
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
|
var/obj/item/weapon/reagent_containers/syringe/S = I
|
|
|
|
user << "You inject the solution into the [src]."
|
|
|
|
if(S.reagents.has_reagent("phoron", 5))
|
|
|
|
log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
|
|
message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
// called after an attack with a light item
|
|
// shatter light, unless it was an attempt to put it in a light socket
|
|
// now only shatter if the intent was harm
|
|
|
|
/obj/item/weapon/light/afterattack(atom/target, mob/user, proximity)
|
|
if(!proximity) return
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != I_HURT)
|
|
return
|
|
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
src.visible_message("\red [name] shatters.","\red You hear a small glass object shatter.")
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
sharp = 1
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
update()
|