mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 18:13:34 +01:00
Adds Floor Lights (and makes lights not have random ranges) (#26923)
* Adds Floor Lights * undef * remove TECHNICAL DEBT™ * remove more technical debt™ * mapping changes
This commit is contained in:
@@ -564,13 +564,16 @@
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. = ..()
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if(length(user.screen))
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var/atom/movable/screen/plane_master/exposure/exposure_master = locate() in user.screen
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var/atom/movable/screen/plane_master/lamps_selfglow/glow_master = locate() in user.screen
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var/atom/movable/screen/plane_master/lamps_glare/glare_master = locate() in user.screen
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exposure_master.alpha = user.prefs.light & LIGHT_NEW_LIGHTING ? 255 : 0
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exposure_master.backdrop(user.mob)
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glow_master.backdrop(user.mob)
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glare_master.backdrop(user.mob)
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for(var/atom/movable/screen/plane_master/lamps_selfglow/glow_master in user.screen)
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glow_master.backdrop(user.mob)
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for(var/atom/movable/screen/plane_master/lamps_glare/glare_master in user.screen)
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glare_master.backdrop(user.mob)
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/datum/preference_toggle/special_toggle/set_glow_level
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name = "Set Glow Level"
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@@ -591,8 +594,8 @@
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user.prefs.glowlevel = glow_levels[new_level]
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to_chat(usr, "Glow level: [new_level].")
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if(length(user.screen))
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var/atom/movable/screen/plane_master/lamps_selfglow/glow_master = locate() in user.screen
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glow_master.backdrop(user.mob)
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for(var/atom/movable/screen/plane_master/lamps_selfglow/glow_master in user.screen)
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glow_master.backdrop(user.mob)
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return ..()
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/datum/preference_toggle/toggle_lamp_exposure
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@@ -623,6 +626,7 @@
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/datum/preference_toggle/toggle_lamps_glare/set_toggles(client/user)
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. = ..()
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if(length(user.screen))
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var/atom/movable/screen/plane_master/lamps_glare/glare_master = locate() in user.screen
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if(!length(user.screen))
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return
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for(var/atom/movable/screen/plane_master/lamps_glare/glare_master in user.screen)
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glare_master.backdrop(user.mob)
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@@ -99,8 +99,11 @@
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cut_overlay(exposure_overlay)
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if(glow_icon && glow_icon_state)
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glow_overlay = image(icon = glow_icon, icon_state = glow_icon_state, dir = dir, layer = 1)
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glow_overlay.plane = LIGHTING_LAMPS_PLANE
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glow_overlay = image(icon = glow_icon, icon_state = glow_icon_state, dir = dir, layer = -2)
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if(layer <= LOW_OBJ_LAYER)
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glow_overlay.plane = FLOOR_LIGHTING_LAMPS_PLANE // Yeah this sucks
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else
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glow_overlay.plane = LIGHTING_LAMPS_PLANE
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glow_overlay.blend_mode = BLEND_ADD
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if(glow_colored)
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+102
-85
@@ -14,6 +14,10 @@
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#define MAXIMUM_SAFE_BACKUP_CHARGE 600
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#define EMERGENCY_LIGHT_POWER_USE 0.5
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#define LIGHT_CONSTRUCT_EMPTY_FRAME 1
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#define LIGHT_CONSTRUCT_WIRED 2
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#define LIGHT_CONSTRUCT_COMPLETED 3
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/**
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* # Light fixture frame
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*
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@@ -27,84 +31,73 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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layer = 5
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layer = FLY_LAYER
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max_integrity = 200
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armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
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/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
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var/stage = 1
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/// Construction stage
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var/stage = LIGHT_CONSTRUCT_EMPTY_FRAME
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/// Light bulb type
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var/fixture_type = "tube"
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/// How many metal sheets get given after deconstruction
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var/sheets_refunded = 2
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/// Holder for the completed fixture
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var/obj/machinery/light/newlight = null
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var/obj/machinery/light/construct_type = /obj/machinery/light/built
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/obj/machinery/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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if(fixture_type == "bulb")
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icon_state = "bulb-construct-stage1"
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update_icon(UPDATE_ICON_STATE)
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/obj/machinery/light_construct/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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switch(stage)
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if(1)
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if(LIGHT_CONSTRUCT_EMPTY_FRAME)
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. += "<span class='notice'>It's an empty frame <b>bolted</b> to the wall. It needs to be <i>wired</i>.</span>"
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if(2)
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if(LIGHT_CONSTRUCT_WIRED)
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. += "<span class='notice'>The frame is <b>wired</b>, but the casing's cover is <i>unscrewed</i>.</span>"
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if(3)
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if(LIGHT_CONSTRUCT_COMPLETED)
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. += "<span class='notice'>The casing is <b>screwed</b> shut.</span>"
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/obj/machinery/light_construct/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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switch(stage)
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if(1)
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if(LIGHT_CONSTRUCT_EMPTY_FRAME)
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to_chat(user, "<span class='notice'>You begin to dismantle [src].</span>")
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if(!I.use_tool(src, user, 30, volume = I.tool_volume))
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return
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new /obj/item/stack/sheet/metal(get_turf(loc), sheets_refunded)
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TOOL_DISMANTLE_SUCCESS_MESSAGE
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qdel(src)
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if(2)
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if(LIGHT_CONSTRUCT_WIRED)
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to_chat(user, "<span class='warning'>You have to remove the wires first.</span>")
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if(3)
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if(LIGHT_CONSTRUCT_COMPLETED)
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to_chat(user, "<span class='warning'>You have to unscrew the case first.</span>")
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/obj/machinery/light_construct/wirecutter_act(mob/living/user, obj/item/I)
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if(stage != 2)
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if(stage != LIGHT_CONSTRUCT_WIRED)
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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. = TRUE
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stage = 1
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switch(fixture_type)
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if("tube")
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icon_state = "tube-construct-stage1"
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if("bulb")
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icon_state = "bulb-construct-stage1"
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stage = LIGHT_CONSTRUCT_EMPTY_FRAME
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update_icon(UPDATE_ICON_STATE)
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new /obj/item/stack/cable_coil(get_turf(loc), 1, paramcolor = COLOR_RED)
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WIRECUTTER_SNIP_MESSAGE
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/obj/machinery/light_construct/screwdriver_act(mob/living/user, obj/item/I)
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if(stage != 2)
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if(stage != LIGHT_CONSTRUCT_WIRED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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switch(fixture_type)
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if("tube")
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icon_state = "tube-empty"
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if("bulb")
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icon_state = "bulb-empty"
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stage = 3
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stage = LIGHT_CONSTRUCT_COMPLETED
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update_icon(UPDATE_ICON_STATE)
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user.visible_message("<span class='notice'>[user] closes [src]'s casing.</span>", \
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"<span class='notice'>You close [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(loc)
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if("bulb")
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newlight = new /obj/machinery/light/small/built(loc)
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var/obj/machinery/light/newlight = new construct_type(loc)
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newlight.setDir(dir)
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transfer_fingerprints_to(newlight)
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qdel(src)
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@@ -112,16 +105,12 @@
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/obj/machinery/light_construct/attackby(obj/item/W, mob/living/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/stack/cable_coil))
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if(stage != 1)
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if(stage != LIGHT_CONSTRUCT_EMPTY_FRAME)
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return
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var/obj/item/stack/cable_coil/coil = W
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coil.use(1)
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switch(fixture_type)
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if("tube")
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icon_state = "tube-construct-stage2"
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if("bulb")
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icon_state = "bulb-construct-stage2"
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stage = 2
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stage = LIGHT_CONSTRUCT_WIRED
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update_icon(UPDATE_ICON_STATE)
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playsound(loc, coil.usesound, 50, 1)
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user.visible_message("<span class='notice'>[user.name] adds wires to [src].</span>", \
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"<span class='notice'>You add wires to [src].</span>", "<span class='notice'>You hear a noise.</span>")
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@@ -138,6 +127,13 @@
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new /obj/item/stack/sheet/metal(loc, sheets_refunded)
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qdel(src)
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/obj/machinery/light_construct/update_icon_state()
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. = ..()
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if(stage == LIGHT_CONSTRUCT_COMPLETED)
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icon_state = "[fixture_type]-empty"
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return
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icon_state = "[fixture_type]-construct-stage[stage]"
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/**
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* # Small light fixture frame
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*
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@@ -148,13 +144,28 @@
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/obj/machinery/light_construct/small
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name = "small light fixture frame"
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desc = "A small light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = TRUE
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layer = 5
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stage = 1
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layer = FLY_LAYER
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fixture_type = "bulb"
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sheets_refunded = 1
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construct_type = /obj/machinery/light/small/built
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/obj/machinery/light_construct/floor
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name = "floor light fixture frame"
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desc = "A floor light fixture under construction."
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icon_state = "floor-construct-stage1"
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anchored = TRUE
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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fixture_type = "floor"
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sheets_refunded = 3
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construct_type = /obj/machinery/light/floor/built
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#undef LIGHT_CONSTRUCT_EMPTY_FRAME
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#undef LIGHT_CONSTRUCT_WIRED
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#undef LIGHT_CONSTRUCT_COMPLETED
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/**
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@@ -170,7 +181,7 @@
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glow_icon_state = "tube"
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exposure_icon_state = "cone"
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anchored = TRUE
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layer = 5
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layer = FLY_LAYER
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max_integrity = 100
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power_state = ACTIVE_POWER_USE
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idle_power_consumption = 2 //when in low power mode
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@@ -198,6 +209,8 @@
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var/light_type = /obj/item/light/tube
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/// Type of light bulb that goes into the fixture
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var/fitting = "tube"
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/// What light construct type to turn into when we are deconstructed
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var/obj/machinery/light_construct/deconstruct_type = /obj/machinery/light_construct
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/// How many times has the light been switched on/off? (This is used to calc the probability the light burns out)
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var/switchcount = 0
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/// Is the light rigged to explode?
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@@ -238,6 +251,7 @@
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brightness_color = "#a0a080"
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nightshift_light_range = 4
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light_type = /obj/item/light/bulb
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deconstruct_type = /obj/machinery/light_construct/small
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/obj/machinery/light/spot
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name = "spotlight"
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@@ -245,13 +259,30 @@
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brightness_range = 12
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brightness_power = 4
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/obj/machinery/light/built/Initialize(mapload)
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status = LIGHT_EMPTY
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return ..()
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/obj/machinery/light/floor
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name = "floor light"
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desc = "A lightbulb you can walk on without breaking it, amazing."
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icon_state = "floor1"
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glow_icon_state = "floor"
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exposure_icon_state = "floor_circle"
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base_state = "floor"
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fitting = "bulb"
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light_type = /obj/item/light/bulb
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deconstruct_type = /obj/machinery/light_construct/floor
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brightness_range = 6
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nightshift_light_range = 6
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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/obj/machinery/light/small/built/Initialize(mapload)
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/obj/machinery/light/built
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status = LIGHT_EMPTY
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return ..()
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/obj/machinery/light/small/built
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status = LIGHT_EMPTY
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/obj/machinery/light/floor/built
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status = LIGHT_EMPTY
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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@@ -265,7 +296,7 @@
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if(A && !A.requires_power)
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on = TRUE
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switch(fitting)
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switch(base_state)
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if("tube")
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brightness_range = 8
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if(prob(2))
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@@ -275,6 +306,11 @@
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brightness_color = "#a0a080"
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if(prob(5))
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break_light_tube(TRUE)
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if("floor")
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brightness_range = 6
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brightness_color = "#a0a080"
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if(prob(3))
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break_light_tube(TRUE)
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update(FALSE, TRUE, FALSE)
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/obj/machinery/light/proc/on_security_level_change_planned(datum/source, previous_level_number, new_level_number)
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@@ -557,18 +593,10 @@
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/obj/machinery/light/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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var/obj/machinery/light_construct/newlight = null
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var/cur_stage = 2
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if(!disassembled)
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cur_stage = 1
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switch(fitting)
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if("tube")
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newlight = new /obj/machinery/light_construct(loc)
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newlight.icon_state = "tube-construct-stage2"
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(loc)
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newlight.icon_state = "bulb-construct-stage2"
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var/obj/machinery/light_construct/newlight = new deconstruct_type(loc)
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newlight.setDir(dir)
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newlight.stage = cur_stage
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if(!disassembled)
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@@ -578,6 +606,7 @@
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if(status != LIGHT_EMPTY)
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drop_light_tube()
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new /obj/item/stack/cable_coil(loc, 1, "red")
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newlight.update_icon(UPDATE_ICON_STATE)
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transfer_fingerprints_to(newlight)
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qdel(src)
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@@ -822,6 +851,22 @@
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explosion(T, 0, 0, 2, 2)
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qdel(src)
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/obj/machinery/light/extinguish_light(force = FALSE)
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on = FALSE
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extinguished = TRUE
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emergency_mode = FALSE
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no_emergency = TRUE
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addtimer(CALLBACK(src, PROC_REF(enable_emergency_lighting)), 5 MINUTES, TIMER_UNIQUE|TIMER_OVERRIDE)
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visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
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update(FALSE)
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/obj/machinery/light/proc/enable_emergency_lighting()
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visible_message("<span class='notice'>[src]'s emergency lighting flickers back to life.</span>")
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extinguished = FALSE
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no_emergency = FALSE
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update(FALSE)
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/**
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* MARK: Light item
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*
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@@ -908,14 +953,6 @@
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..()
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shatter()
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/obj/item/light/bulb/fire
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name = "fire bulb"
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desc = "A replacement fire bulb."
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icon_state = "fbulb"
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base_state = "fbulb"
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item_state = "egg4"
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brightness_range = 5
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// update the icon state and description of the light
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/obj/item/light/proc/update()
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@@ -933,11 +970,6 @@
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/obj/item/light/New()
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..()
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switch(name)
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if("light tube")
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brightness_range = rand(6,9)
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if("light bulb")
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brightness_range = rand(4,6)
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update()
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@@ -990,21 +1022,6 @@
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limb.droplimb(0, DROPLIMB_BURN)
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return FIRELOSS
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/obj/machinery/light/extinguish_light(force = FALSE)
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on = FALSE
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extinguished = TRUE
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emergency_mode = FALSE
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no_emergency = TRUE
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addtimer(CALLBACK(src, PROC_REF(enable_emergency_lighting)), 5 MINUTES, TIMER_UNIQUE|TIMER_OVERRIDE)
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visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
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update(FALSE)
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/obj/machinery/light/proc/enable_emergency_lighting()
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visible_message("<span class='notice'>[src]'s emergency lighting flickers back to life.</span>")
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extinguished = FALSE
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no_emergency = FALSE
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update(FALSE)
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#undef MAXIMUM_SAFE_BACKUP_CHARGE
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#undef EMERGENCY_LIGHT_POWER_USE
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#undef LIGHT_OK
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Reference in New Issue
Block a user