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CHOMPStation2/code/game/objects/items/devices/lightreplacer.dm
2025-03-16 15:44:59 +01:00

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// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It can be manually refilled or by clicking on a storage item containing lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass."
force = 8
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
slot_flags = SLOT_BELT
origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2)
var/max_uses = 32
var/uses = 32
var/emagged = 0
var/failmsg = ""
var/charge = 0
var/selected_color = LIGHT_COLOR_INCANDESCENT_TUBE //Default color!
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/lightreplacer/Initialize(mapload)
. = ..()
failmsg = "The [name]'s refill light blinks red."
/obj/item/lightreplacer/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
. += "It has [uses] lights remaining."
/obj/item/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_GLASS || istype(W, /obj/item/stack/material/cyborg/glass))
var/obj/item/stack/G = W
if(uses >= max_uses)
to_chat(user, span_warning("[src.name] is full."))
return
else if(G.use(1))
add_uses(16) //Autolathe converts 1 sheet into 16 lights.
to_chat(user, span_notice("You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining."))
return
else
to_chat(user, span_warning("You need one sheet of glass to replace lights."))
if(istype(W, /obj/item/light))
var/new_bulbs = 0
var/obj/item/light/L = W
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.unEquip(W))
return
add_uses(1)
qdel(L)
else
if(!user.unEquip(W))
return
new_bulbs += AddShards(1)
qdel(L)
if(new_bulbs != 0)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.")
return
if(istype(W, /obj/item/storage))
var/obj/item/storage/S = W
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/I in S.contents)
if(istype(I,/obj/item/light))
var/obj/item/light/L = I
found_lightbulbs = TRUE
if(src.uses >= max_uses)
break
if(L.status == LIGHT_OK)
replaced_something = TRUE
add_uses(1)
qdel(L)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1)
qdel(L)
if(!found_lightbulbs)
to_chat(user, span_warning("\The [S] contains no bulbs."))
return
if(!replaced_something && src.uses == max_uses)
to_chat(user, span_warning("\The [src] is full!"))
return
to_chat(user, span_notice("You fill \the [src] with lights from \the [S]."))
/obj/item/lightreplacer/attack_self(mob/user)
/* // This would probably be a bit OP. If you want it though, uncomment the code.
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
src.Emag()
to_chat(user, You short circuit the [src].")
return
*/
to_chat(user, "It has [uses] lights remaining.")
var/new_color = tgui_color_picker(user, "Choose a color to set the light to! (Default is [LIGHT_COLOR_INCANDESCENT_TUBE])", "", selected_color)
if(new_color)
selected_color = new_color
to_chat(user, "The light color has been changed.")
/obj/item/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/lightreplacer/proc/Use(var/mob/user)
playsound(src, 'sound/machines/click.ogg', 50, 1)
add_uses(-1)
return 1
// Negative numbers will subtract
/obj/item/lightreplacer/proc/add_uses(var/amount = 1)
uses = min(max(uses + amount, 0), max_uses)
/obj/item/lightreplacer/proc/AddShards(amount = 1)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
add_uses(new_bulbs)
bulb_shards = bulb_shards % shards_required
return new_bulbs
/obj/item/lightreplacer/proc/Charge(var/mob/user, var/amount = 1)
charge += amount
if(charge > 6)
add_uses(1)
charge = 0
/obj/item/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
to_chat(U, span_notice("You replace the [target.get_fitting_name()] with the [src]."))
if(target.status != LIGHT_EMPTY)
var/new_bulbs = AddShards(1)
if(new_bulbs != 0)
to_chat(U, span_notice("\The [src] has fabricated a new bulb from the broken bulbs it has stored. It now has [uses] uses."))
playsound(src, 'sound/machines/ding.ogg', 50, 1)
target.status = LIGHT_EMPTY
target.installed_light = null //Remove the light!
target.update()
var/obj/item/light/L2 = new target.light_type()
L2.brightness_color = selected_color
target.insert_bulb(L2) //Call the insertion proc.
target.update()
if(target.on && target.rigged)
target.explode()
return
else
to_chat(U, failmsg)
return
else
to_chat(U, "There is a working [target.get_fitting_name()] already inserted.")
return
/obj/item/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged
playsound(src, "sparks", 100, 1)
update_icon()
return 1
//Can you use it?
/obj/item/lightreplacer/proc/CanUse(var/mob/living/user)
src.add_fingerprint(user)
//Not sure what else to check for. Maybe if clumsy?
if(uses > 0)
return 1
else
return 0
// Light Painter.
/obj/item/lightpainter
name = "light painter"
desc = "A device to configure the emission color of lighting fixtures. Use this device in-hand to set/reset the color. Use the device on a light fixture to assign the color."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
color = "#bbbbff"
slot_flags = SLOT_BELT
matter = list(MAT_STEEL = 5000,MAT_GLASS = 1500)
var/static/dcolor = "#e0eff0"
var/static/dnightcolor = "#efcc86"
//set color values.
var/setcolor = "#e0eff0"
var/setnightcolor = "#efcc86"
var/resetmode = 1
var/dimming = 0.7 // multiply value to dim lights from setcolor to nightcolor
/obj/item/lightpainter/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
if(resetmode)
. += "It is currently resetting light colors."
else
. += "It is currently coloring lights."
/obj/item/lightpainter/attack_self(mob/user)
if(!resetmode)
resetmode = 1
to_chat(user, span_infoplain("Painter reset."))
else
var/color_input = tgui_color_picker(user,"","Choose Light Color",setcolor)
if(color_input)
setcolor = sanitize_hexcolor(color_input)
var/list/setcolorRGB = hex2rgb(setcolor)
var/setcolorR = num2hex(setcolorRGB[1] * dimming, 2)
var/setcolorG = num2hex(setcolorRGB[2] * dimming, 2)
var/setcolorB = num2hex(setcolorRGB[3] * dimming, 2)
setnightcolor = addtext("#", setcolorR, setcolorG, setcolorB)
resetmode = 0
to_chat(user, span_infoplain("Painter color set."))
/obj/item/lightpainter/proc/ColorLight(var/obj/machinery/light/target, var/mob/living/U)
src.add_fingerprint(U)
if(resetmode)
to_chat(U, span_notice("You reset the color of the [target.get_fitting_name()]."))
target.brightness_color = dcolor
target.brightness_color_ns = dnightcolor
else
to_chat(U, span_notice("You set the color of the [target.get_fitting_name()]."))
target.brightness_color = setcolor
target.brightness_color_ns = setnightcolor
if(target.nightshift_enabled)
target.light_color = target.brightness_color_ns
else
target.light_color = target.brightness_color
target.set_light(0)
target.update()