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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
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = '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 = 8 // luminosity when on, also used in power calculation
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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 = 3
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
/obj/machinery/light/small/spot
brightness = 5
/obj/machinery/light/spot
name = "spotlight"
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
brightness = 15
// the desk lamp
/obj/machinery/light/lamp
name = "desk lamp"
icon_state = "lamp1"
base_state = "lamp"
fitting = "bulb"
brightness = 7
desc = "A desk lamp"
light_type = /obj/item/weapon/light/bulb
var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
// green-shaded desk lamp
/obj/machinery/light/lamp/green
icon_state = "green1"
base_state = "green"
desc = "A green-shaded desk lamp"
// create a new lighting fixture
/obj/machinery/light/New()
..()
spawn(2)
switch(fitting)
if("tube")
if(src.loc && src.loc.loc && isarea(src.loc.loc))
var/area/A = src.loc.loc
brightness = A.area_lights_luminosity
else
brightness = rand(6,7)
if(prob(5))
broken(1)
if("bulb")
brightness = rand(4,5)
if(prob(15))
broken(1)
spawn(1)
update()
/obj/machinery/light/Del()
var/area/A = get_area(src)
if(A)
on = 0
// A.update_lights()
..()
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update()
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
if(!on)
use_power = 1
else
use_power = 2
var/oldlum = luminosity
//luminosity = on * brightness
ul_SetLuminosity(on * brightness, on * brightness, ( fitting != "bulb" ? on * brightness : round(on*brightness/2 + 1) ) ) // *DAL*
// if the state changed, inc the switching counter
if(oldlum != luminosity)
switchcount++
// now check to see if the bulb is burned out
if(status == LIGHT_OK)
if(on && rigged)
explode()
if( prob( min(60, switchcount*switchcount*0.01) ) )
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
ul_SetLuminosity(0)
active_power_usage = (luminosity * 20)
if(on != on_gs)
on_gs = on
// var/area/A = get_area(src)
// if(A)
// A.update_lights()
// 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()
set src in oview(1)
if(usr && !usr.stat)
switch(status)
if(LIGHT_OK)
usr << "[desc] It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
usr << "[desc] The [fitting] has been removed."
if(LIGHT_BURNED)
usr << "[desc] The [fitting] is burnt out."
if(LIGHT_BROKEN)
usr << "[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)
// 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 = L.brightness
del(L)
on = has_power()
update()
user.update_clothing()
if(on && rigged)
explode()
else
user << "This type of light requires a [fitting]."
return
// attempt to take light apart
else if(istype(W, /obj/item/weapon/wirecutters))
if(status == LIGHT_EMPTY)
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] cuts the light's wiring.", "You start to cut the light's wiring.")
sleep(40)
if(get_turf(user) == T)
usr << "\blue You cut the light's wiring."
var/obj/structure/light_frame/F = new(loc)
F.anchored = 1
F.name = "Secured Light Fixture Frame"
F.dir = dir
F.light_type = type
F.icon_state = icon_state
del(src)
else
user << "\blue You need to remove the [fitting] first!"
// 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(!(COLD_RESISTANCE in user.mutations))
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)
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(!(COLD_RESISTANCE in user.mutations))
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.master.lightswitch && A.master.power_light
// ai attack - do nothing
/obj/machinery/light/attack_ai(mob/user)
return
// Aliens smash the bulb but do not get electrocuted./N
/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
user << "\green That object is useless to you."
return
else if (status == LIGHT_OK||status == LIGHT_BURNED)
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
// 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
// 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.gloves)
var/obj/item/clothing/gloves/G = H.gloves
prot = (G.heat_transfer_coefficient < 0.5) // *** TODO: better handling of glove heat protection
else
prot = 1
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
user << "You remove the light [fitting]"
else
user << "You try to remove the light [fitting], but you burn your hand on it!"
var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
affecting.take_damage( 0, 5 ) // 5 burn damage
H.updatehealth()
H.UpdateDamageIcon()
return // if burned, don't remove the light
// 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 = src.brightness
L.loc = usr
L.layer = 20
if(user.hand)
user.l_hand = L
else
user.r_hand = L
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
status = LIGHT_EMPTY
update()
user.update_clothing()
// 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, '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()
// explosion effect
// destroy the whole light fixture or just shatter it
/obj/machinery/light/ex_act(severity)
switch(severity)
if(1.0)
del(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()
return
// if(on)
// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
// called when area power state changes
/obj/machinery/light/power_change()
spawn(10)
var/area/A = src.loc.loc
A = A.master
seton(A.lightswitch && A.power_light)
// called when on fire
/obj/machinery/light/temperature_expose(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)
spawn(0)
broken() // break it first to give a warning
sleep(2)
explosion(T, 0, 1, 2, 2)
sleep(1)
del(src)
// special handling for desk lamps
// if attack with hand, only "grab" attacks are an attempt to remove bulb
// otherwise, switch the lamp on/off
/obj/machinery/light/lamp/attack_hand(mob/user)
if(user.a_intent == "grab")
..() // do standard hand attack
else
switchon = !switchon
user << "You switch [switchon ? "on" : "off"] the [name]."
seton(switchon && powered(LIGHT))
// called when area power state changes
// override since lamp does not use area lightswitch
/obj/machinery/light/lamp/power_change()
spawn(rand(0,15))
var/area/A = src.loc.loc
A = A.master
seton(switchon && A.power_light)
// returns whether this lamp has power
// true if area has power and lamp switch is on
/obj/machinery/light/lamp/has_power()
var/area/A = src.loc.loc
return switchon && A.master.power_light
// 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 = 'lighting.dmi'
flags = FPRINT | TABLEPASS
force = 2
throwforce = 5
w_class = 1
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
m_amt = 60
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
var/repair_state = 0
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
g_amt = 200
brightness = 8
large
w_class = 2
name = "large light tube"
brightness = 15
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
g_amt = 100
brightness = 5
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
g_amt = 100
brightness = 5
// 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(repair_state == 1)
desc += " It has some wires hanging out."
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
desc = "A broken [name]."
if(repair_state == 1)
desc += " It has some wires hanging out."
else if(repair_state == 2)
desc += " It has had new wires put in."
/obj/item/weapon/light/New()
..()
switch(name)
if("light tube")
brightness = rand(6,9)
if("light bulb")
brightness = rand(4,6)
update()
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
// also repairing them with wire and screwdriver
// and glass if it's broken
/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("plasma", 5))
log_attack("<font color='red'>[user.name] ([user.ckey]) injected a light with plasma.</font>")
log_admin("ATTACK: [user] ([user.ckey]) injected a light with plasma.")
message_admins("ATTACK: [user] ([user.ckey]) injected a light with plasma.")
rigged = 1
S.reagents.clear_reagents()
return
if(status != 0)
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
user << "You put some new wiring into the [src]."
I:use(1)
repair_state = 1
update()
return
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
user << "You attach the new wiring."
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
if(status == LIGHT_BURNED)
repair_state = 0
status = LIGHT_OK
else
repair_state = 2
update()
return
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
user << "You repair the glass of the [src]." //this is worded terribly
I:use(1)
force = 2 //because breaking it changes the force, this changes it back
if(repair_state == 2)
repair_state = 0
status = LIGHT_OK
else
status = LIGHT_BURNED
update()
return
..()
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)
if(istype(target, /obj/machinery/light))
return
if(user.a_intent != "hurt")
return
if(status == LIGHT_OK || status == LIGHT_BURNED)
user << "The [name] shatters!"
status = LIGHT_BROKEN
force = 5
playsound(src.loc, 'Glasshit.ogg', 75, 1)
update()
// a box of replacement light items
/obj/item/weapon/storage/lightbox
name = "replacement bulbs"
icon = 'storage.dmi'
icon_state = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
storage_slots=21
can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb")
max_combined_w_class = 21
/obj/item/weapon/storage/lightbox/bulbs/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/bulb(src)
/obj/item/weapon/storage/lightbox/tubes
name = "replacement tubes"
icon_state = "lighttube"
/obj/item/weapon/storage/lightbox/tubes/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/tube(src)
/obj/item/weapon/storage/lightbox/mixed
name = "replacement lights"
icon_state = "lightmixed"
/obj/item/weapon/storage/lightbox/mixed/New()
..()
for(var/i = 0; i < 14; i++)
new /obj/item/weapon/light/tube(src)
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
/obj/structure/light_frame
name = "Light Fixture Frame"
icon = 'lighting.dmi'
icon_state = "tube-empty"
desc = "A lighting fixture frame."
anchored = 0
layer = 5
var/light_type = /obj/machinery/light
var/wired = 0
m_amt = 1000
/obj/structure/light_frame/small
light_type = /obj/machinery/light/small
icon_state = "bulb-empty"
/obj/structure/light_frame/lamp
light_type = /obj/machinery/light/lamp
icon_state = "lamp-empty"
/obj/structure/light_frame/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench) && !anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] secures the light fixture.", "You start to secure the light fixture.")
sleep(40)
if(get_turf(user) == T)
usr << "\blue You secure the light fixture."
anchored = 1
name = "Secured Light Fixture Frame"
else if(istype(W, /obj/item/weapon/wrench) && anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] unsecures the light fixture.", "You start to unsecure the light fixture.")
sleep(40)
if(get_turf(user) == T)
usr << "\blue You unsecure the light fixture."
anchored = 0
name = "Light Fixture Frame"
else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
var/turf/T = get_turf(user)
user.visible_message("[user] wires the light fixture.", "You start to wire the light fixture.")
sleep(40)
if(get_turf(user) == T)
var/obj/item/weapon/cable_coil/C = W
C.use(1)
usr << "\blue You wire the light fixture."
var/obj/machinery/light/L = new light_type(loc)
L.dir = dir
L.status = LIGHT_EMPTY
L.update()
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
usr << "\blue You take apart the light fixture."
new /obj/item/stack/sheet/metal(loc)
del(src)
else
..()
/obj/structure/light_frame/verb/rotate()
set name = "Rotate Light"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the wall; therefore, you can't rotate it!"
return 0
src.dir = turn(src.dir, 90)
return