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2025-04-30 10:15:32 +02:00

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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.
//
// OBJ_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.
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs, broken lightbulbs, or sheets of glass."
damage_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
// 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
/obj/item/lightreplacer/Initialize(mapload)
. = ..()
failmsg = "The [name]'s refill light blinks red."
/obj/item/lightreplacer/examine(mob/user, dist)
. = ..()
. += "It has [uses] lights remaining."
/obj/item/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/material))
var/obj/item/stack/material/G = W
if(G.material.type == /datum/prototype/material/glass)
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
else if(G.use(1))
add_uses(16) //Autolathe converts 1 sheet into 16 lights.
to_chat(user, "<span class='notice'>You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights.</span>")
if(istype(W, /obj/item/light))
var/obj/item/light/L = W
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.attempt_consume_item_for_construction(L))
return
add_uses(1)
to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.")
return
else if(L.status == 2)
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
if(!user.attempt_consume_item_for_construction(W))
return
AddShards(1, user)
to_chat(user, "<span class='notice'>You insert a shard of glass into the [src.name]. You have [uses] light\s remaining.</span>")
return
/* else
to_chat(user, "You need a working light.")
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, user)
qdel(L)
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>\The [S] contains no bulbs.</span>")
return
if(!replaced_something && src.uses == max_uses)
to_chat(user, "<span class='warning'>\The [src] is full!</span>")
return
/obj/item/lightreplacer/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
/* // 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(usr, You short circuit the [src].")
return
*/
to_chat(usr, "It has [uses] lights remaining.")
/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
uses += 1
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>\The [src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return new_bulbs
/obj/item/lightreplacer/update_icon()
. = ..()
icon_state = "lightreplacer[emagged]"
/obj/item/lightreplacer/proc/Use(var/mob/user)
playsound(src.loc, '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/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)
to_chat(U, "There is a working [target.get_fitting_name()] already inserted.")
else if(!CanUse(U))
to_chat(U, failmsg)
else if(Use(U))
to_chat(U, "<span class='notice'>You replace the [target.get_fitting_name()] with the [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
var/obj/item/light/L = new target.light_type()
target.insert_bulb(L)
/obj/item/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged
playsound(src.loc, /datum/soundbyte/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
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED