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CHOMPStation2/code/modules/power/lighting.dm

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// 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
#define LIGHTING_POWER_FACTOR 2 //5W per luminosity * range //VOREStation Edit: why the fuck are lights eating so much power, 2W per thing
#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
var/global/list/light_type_cache = list()
/proc/get_light_type_instance(var/light_type)
. = light_type_cache[light_type]
if(!.)
. = new light_type
light_type_cache[light_type] = .
/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
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
var/stage = 1
var/fixture_type = /obj/machinery/light
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
var/obj/item/weapon/cell/cell = null
var/cell_connectors = TRUE
/obj/machinery/light_construct/New(var/atom/newloc, var/newdir, var/building = 0, var/datum/frame/frame_types/frame_type, var/obj/machinery/light/fixture = null)
..(newloc)
if(fixture)
fixture_type = fixture.type
fixture.transfer_fingerprints_to(src)
set_dir(fixture.dir)
stage = 2
else if(newdir)
set_dir(newdir)
update_icon()
/obj/machinery/light_construct/update_icon()
switch(stage)
if(1)
icon_state = "tube-construct-stage1"
if(2)
icon_state = "tube-construct-stage2"
if(3)
icon_state = "tube-empty"
/obj/machinery/light_construct/examine(mob/user)
if(!..(user, 2))
return
switch(src.stage)
if(1)
to_chat(user, "It's an empty frame.")
if(2)
to_chat(user, "It's wired.")
if(3)
to_chat(user, "The casing is closed.")
if(cell_connectors)
if(cell)
to_chat(user, "You see [cell] inside the casing.")
else
to_chat(user, "The casing has no power cell for backup power.")
else
to_chat(user, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
/obj/machinery/light_construct/attack_hand(mob/user)
. = ..()
if(.)
return . // obj/machinery/attack_hand returns 1 if user can't use the machine
if(cell)
user.visible_message("[user] removes [cell] from [src]!","<span class='notice'>You remove [cell].</span>")
user.put_in_hands(cell)
cell.update_icon()
cell = null
/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/cell/emergency_light))
if(!cell_connectors)
to_chat(user, "<span class='warning'>This [name] can't support a power cell!</span>")
return
if(!user.unEquip(W))
to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
return
if(cell)
to_chat(user, "<span class='warning'>There is a power cell already installed!</span>")
else if(user.drop_from_inventory(W))
user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
"<span class='notice'>You add [W] to [src].</span>")
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
W.forceMove(src)
cell = W
add_fingerprint(user)
return
if (W.is_wrench())
if (src.stage == 1)
playsound(src, W.usesound, 75, 1)
to_chat(usr, "You begin deconstructing [src].")
if (!do_after(usr, 30 * W.toolspeed))
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)
to_chat(usr, "You have to remove the wires first.")
return
if (src.stage == 3)
to_chat(usr, "You have to unscrew the case first.")
return
if(W.is_wirecutter())
if (src.stage != 2) return
src.stage = 1
src.update_icon()
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, W.usesound, 50, 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))
src.stage = 2
src.update_icon()
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(W.is_screwdriver())
if (src.stage == 2)
src.stage = 3
src.update_icon()
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src, W.usesound, 75, 1)
var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
newlight.set_dir(src.dir)
src.transfer_fingerprints_to(newlight)
if(cell)
newlight.cell = cell
cell.forceMove(newlight)
cell = null
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
stage = 1
fixture_type = /obj/machinery/light/small
sheets_refunded = 1
/obj/machinery/light_construct/small/update_icon()
switch(stage)
if(1)
icon_state = "bulb-construct-stage1"
if(2)
icon_state = "bulb-construct-stage2"
if(3)
icon_state = "bulb-empty"
/obj/machinery/light_construct/flamp
name = "floor light fixture frame"
desc = "A floor light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp-construct-stage1"
anchored = 0
plane = OBJ_PLANE
layer = OBJ_LAYER
stage = 1
fixture_type = /obj/machinery/light/flamp
sheets_refunded = 2
/obj/machinery/light_construct/flamp/update_icon()
switch(stage)
if(1)
icon_state = "flamp-construct-stage1"
if(2)
icon_state = "flamp-construct-stage2"
if(3)
icon_state = "flamp-empty"
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting_vr.dmi' //VOREStation Edit
var/base_state = "tube" // base description and icon_state
icon_state = "tube1"
desc = "A lighting fixture."
anchored = 1
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
use_power = USE_POWER_ACTIVE
idle_power_usage = 2
active_power_usage = 10
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/brightness_range
var/brightness_power
var/brightness_color
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/construct_type = /obj/machinery/light_construct
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
//VOREStation Edit Start
var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart
var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist!
var/current_alert = null // Which alert are we showing right now?
//VOREStation Edit End
var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU).
var/obj/item/weapon/cell/emergency_light/cell
var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
var/emergency_mode = FALSE // if true, the light is in emergency mode
var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
/obj/machinery/light/flicker
auto_flicker = TRUE
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
construct_type = /obj/machinery/light_construct/small
shows_alerts = FALSE //VOREStation Edit
/obj/machinery/light/small/flicker
auto_flicker = TRUE
/obj/machinery/light/poi
start_with_cell = FALSE
/obj/machinery/light/small/poi
start_with_cell = FALSE
/obj/machinery/light/flamp
icon = 'icons/obj/lighting.dmi' //VOREStation Edit
icon_state = "flamp1"
base_state = "flamp"
plane = OBJ_PLANE
layer = OBJ_LAYER
desc = "A floor lamp."
light_type = /obj/item/weapon/light/bulb
construct_type = /obj/machinery/light_construct/flamp
shows_alerts = FALSE //VOREStation Edit
var/lamp_shade = 1
/obj/machinery/light/flamp/New(atom/newloc, obj/machinery/light_construct/construct = null)
..(newloc, construct)
if(construct)
start_with_cell = FALSE
lamp_shade = 0
update_icon()
else
if(start_with_cell && !no_emergency)
cell = new/obj/item/weapon/cell/emergency_light(src)
/obj/machinery/light/flamp/flicker
auto_flicker = TRUE
/obj/machinery/light/small/emergency
light_type = /obj/item/weapon/light/bulb/red
/obj/machinery/light/small/emergency/flicker
auto_flicker = TRUE
/obj/machinery/light/spot
name = "spotlight"
light_type = /obj/item/weapon/light/tube/large
shows_alerts = FALSE //VOREStation Edit
/obj/machinery/light/spot/flicker
auto_flicker = TRUE
//VOREStation Add - Shadeless!
/obj/machinery/light/flamp/noshade/New()
lamp_shade = 0
update(0)
..()
//VOREStation Add End
// create a new lighting fixture
/obj/machinery/light/New(atom/newloc, obj/machinery/light_construct/construct = null)
..(newloc)
if(construct)
start_with_cell = FALSE
status = LIGHT_EMPTY
construct_type = construct.type
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
if(start_with_cell && !no_emergency)
cell = new/obj/item/weapon/cell/emergency_light(src)
var/obj/item/weapon/light/L = get_light_type_instance(light_type)
update_from_bulb(L)
if(prob(L.broken_chance))
broken(1)
on = powered()
update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(A)
on = 0
// A.update_lights()
QDEL_NULL(cell)
return ..()
/obj/machinery/light/update_icon()
switch(status) // set icon_states
if(LIGHT_OK)
//VOREStation Edit Start
if(shows_alerts && current_alert && on)
icon_state = "[base_state]-alert-[current_alert]"
else
icon_state = "[base_state][on]"
//VOREStation Edit End
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
/obj/machinery/light/flamp/update_icon()
if(lamp_shade)
base_state = "flampshade"
switch(status) // set icon_states
if(LIGHT_OK)
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
on = 0
icon_state = "[base_state][on]"
if(LIGHT_BURNED)
on = 0
icon_state = "[base_state][on]"
if(LIGHT_BROKEN)
on = 0
icon_state = "[base_state][on]"
return
else
base_state = "flamp"
..()
//VOREStation Edit Start
/obj/machinery/light/proc/set_alert_atmos()
if(shows_alerts)
current_alert = "atmos"
brightness_color = "#6D6DFC"
if(on)
update()
/obj/machinery/light/proc/set_alert_fire()
if(shows_alerts)
current_alert = "fire"
brightness_color = "#FF3030"
if(on)
update()
/obj/machinery/light/proc/reset_alert()
if(shows_alerts)
current_alert = null
brightness_color = initial(brightness_color) || "" // Workaround for BYOND stupidity. Can't set it to null or it won't clear.
if(on)
update()
//VOREstation Edit End
// update lighting
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
//VOREStation Edit Start
if(!on)
needsound = TRUE // Play sound next time we turn on
else if(needsound)
playsound(src.loc, 'sound/effects/lighton.ogg', 65, 1)
needsound = FALSE // Don't play sound again until we've been turned off
//VOREStation Edit End
if(on)
if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
if(!auto_flicker)
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
update_icon()
on = 0
set_light(0)
else
update_use_power(USE_POWER_ACTIVE)
set_light(brightness_range, brightness_power, brightness_color)
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
update_use_power(USE_POWER_IDLE)
emergency_mode = TRUE
START_PROCESSING(SSobj, src)
else
update_use_power(USE_POWER_IDLE)
set_light(0)
update_active_power_usage((light_range * light_power) * LIGHTING_POWER_FACTOR)
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
to_chat(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
/obj/machinery/light/take_damage(var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
return
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
broken()
return 1
/obj/machinery/light/blob_act()
broken()
// 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()
/obj/machinery/light/get_cell()
return cell
// examine verb
/obj/machinery/light/examine(mob/user)
var/fitting = get_fitting_name()
switch(status)
if(LIGHT_OK)
to_chat(user, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
to_chat(user, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
to_chat(user, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
to_chat(user, "[desc] The [fitting] has been smashed.")
if(cell)
to_chat(user, "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%.")
/obj/machinery/light/proc/get_fitting_name()
var/obj/item/weapon/light/L = light_type
return initial(L.name)
/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
status = L.status
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
update_from_bulb(L)
qdel(L)
on = powered()
update()
if(on && rigged)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
/obj/machinery/light/proc/remove_bulb()
. = new light_type(src.loc, src)
switchcount = 0
status = LIGHT_EMPTY
update()
/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)
to_chat(user, "There is a [get_fitting_name()] already inserted.")
return
if(!istype(W, light_type))
to_chat(user, "This type of light requires a [get_fitting_name()].")
return
to_chat(user, "You insert [W].")
insert_bulb(W)
src.add_fingerprint(user)
// 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))
to_chat(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 & NOCONDUCT))
//if(!user.mutations & COLD_RESISTANCE)
if (prob(12))
electrocute_mob(user, get_area(src), src, 0.3)
broken()
else
to_chat(user, "You hit the light!")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(W.is_screwdriver()) //If it's a screwdriver open it.
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
new construct_type(src.loc, fixture = src)
qdel(src)
return
to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && !(W.flags & NOCONDUCT))
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))
/obj/machinery/light/flamp/attackby(obj/item/W, mob/user)
if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
if(!lamp_shade)
if(istype(W, /obj/item/weapon/lampshade))
lamp_shade = 1
qdel(W)
update_icon()
return
else
if(W.is_screwdriver())
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] removes [src]'s lamp shade.", \
"You remove [src]'s lamp shade.", "You hear a noise.")
lamp_shade = 0
new /obj/item/weapon/lampshade(src.loc)
update_icon()
return
..()
// returns if the light has power /but/ is manually turned off
// if a light is turned off, it won't activate emergency power
/obj/machinery/light/proc/turned_off()
var/area/A = get_area(src)
return !A.lightswitch && A.power_light || flickering
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/A = get_area(src)
return A && A.lightswitch && (!A.requires_power || A.power_light)
/obj/machinery/light/flamp/has_power()
var/area/A = get_area(src)
if(lamp_shade)
return A && (!A.requires_power || A.power_light)
else
return A && A.lightswitch && (!A.requires_power || A.power_light)
// returns whether this light has emergency power
// can also return if it has access to a certain amount of that power
/obj/machinery/light/proc/has_emergency_power(pwr)
if(no_emergency || !cell)
return FALSE
if(pwr ? cell.charge >= pwr : cell.charge)
return status == LIGHT_OK
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
if(turned_off())
return FALSE
if(!has_emergency_power(pwr))
return FALSE
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
visible_message("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
status = LIGHT_BURNED
return FALSE
cell.use(pwr)
set_light(brightness_range * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
return TRUE
/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)
if(!on) // Only play when the light turns off.
playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
sleep(rand(5, 15))
on = (status == LIGHT_OK)
update(0)
flickering = 0
// ai attack - turn on/off emergency lighting for a specific fixture
/obj/machinery/light/attack_ai(mob/user)
no_emergency = !no_emergency
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
update(FALSE)
return
// ai alt click - Make light flicker. Very important for atmosphere.
/obj/machinery/light/AIAltClick(mob/user)
flicker(1)
/obj/machinery/light/flamp/attack_ai(mob/user)
attack_hand()
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)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
user.setClickCooldown(user.get_attack_speed())
for(var/mob/M in viewers(src))
M.show_message("<font color='red'>[user.name] smashed the light!</font>", 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))
to_chat(user, "You remove the light [get_fitting_name()]")
else if(TK in user.mutations)
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
else
to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
return // if burned, don't remove the light
else
to_chat(user, "You remove the light [get_fitting_name()].")
// create a light tube/bulb item and put it in the user's hand
user.put_in_active_hand(remove_bulb()) //puts it in our active hand
/obj/machinery/light/flamp/attack_hand(mob/user)
if(lamp_shade)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(on)
on = 0
update()
else
on = has_power()
update()
else
..()
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
remove_bulb()
// 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
// timed process
// use power
/obj/machinery/light/process()
if(!cell)
return PROCESS_KILL
if(has_power())
emergency_mode = FALSE
update(FALSE)
if(cell.charge == cell.maxcharge)
return PROCESS_KILL
cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE*2) //Recharge emergency power automatically while not using it
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
update(FALSE) //Disables emergency mode and sets the color to normal
if(auto_flicker && !flickering)
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
seton(TRUE) // Lights must be on to flicker.
flicker(5)
else
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
// 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 = ITEMSIZE_TINY
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/broken_chance = 2
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
/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 = 10 // luminosity when on, also used in power calculation //VOREStation Edit
brightness_power = 6
/obj/item/weapon/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 9
/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 = 4
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/weapon/light/bulb/red
brightness_range = 4
color = "#da0205"
brightness_color = "#da0205"
/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)
// update the icon state and description of the light
/obj/item/weapon/light/update_icon()
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(atom/newloc, obj/machinery/light/fixture = null)
..()
if(fixture)
status = fixture.status
rigged = fixture.rigged
switchcount = fixture.switchcount
fixture.transfer_fingerprints_to(src)
//shouldn't be necessary to copy these unless someone varedits stuff, but just in case
brightness_range = fixture.brightness_range
brightness_power = fixture.brightness_power
brightness_color = fixture.brightness_color
update_icon()
// 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
to_chat(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("<font color='red'>[name] shatters.</font>","<font color='red'> You hear a small glass object shatter.</font>")
status = LIGHT_BROKEN
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
update_icon()
//Lamp Shade
/obj/item/weapon/lampshade
name = "lamp shade"
desc = "A lamp shade for a lamp."
icon = 'icons/obj/lighting.dmi'
icon_state = "lampshade"
w_class = ITEMSIZE_TINY