Refactor shadowling veil extinguish proc

This commit is contained in:
tayyyyyyy
2018-07-22 19:44:08 -07:00
parent 72b5ab8a61
commit 8a8f553ab3
14 changed files with 76 additions and 72 deletions
@@ -60,58 +60,6 @@
var/blacklisted_lights = list(/obj/item/flashlight/flare, /obj/item/flashlight/slime)
action_icon_state = "veil"
/obj/effect/proc_holder/spell/aoe_turf/veil/proc/extinguishItem(var/obj/item/I) //WARNING NOT SUFFICIENT TO EXTINGUISH AN ITEM HELD BY A MOB
if(istype(I, /obj/item/flashlight))
var/obj/item/flashlight/F = I
if(F.on)
if(is_type_in_list(I, blacklisted_lights))
I.visible_message("<span class='danger'>[I] dims slightly before scattering the shadows around it.</span>")
return
F.on = 0
F.update_brightness()
else if(istype(I, /obj/item/pda))
var/obj/item/pda/P = I
var/datum/data/pda/utility/flashlight/FL = P.find_program(/datum/data/pda/utility/flashlight)
if(FL && FL.fon)
FL.start()
else if(istype(I, /obj/item/clothing/head/helmet/space/hardsuit))
var/obj/item/clothing/head/helmet/space/hardsuit/R = I
if(R.on)
R.toggle_light()
R.visible_message("<span class='danger'>[R]'s light fades and turns off.</span>")
else if(istype(I, /obj/item/clothing/head/helmet/space/eva/plasmaman))
var/obj/item/clothing/head/helmet/space/eva/plasmaman/P = I
if(P.on)
P.toggle_light()
P.visible_message("<span class='danger'>[P]'s light fades and turns off.</span>")
else if(istype(I, /obj/item/gun))
var/obj/item/gun/G = I
if(G.gun_light)
var/obj/item/flashlight/F = G.gun_light
if(F.on)
G.toggle_gunlight()
G.visible_message("<span class='danger'>[G]'s light fades and turns off.</span>")
else if(istype(I, /obj/item/clothing/head/hardhat)) //There really needs to be a better way to handle this.
var/obj/item/clothing/head/hardhat/hhat = I
if(hhat.on)
hhat.on = 0
hhat.set_light(0)
hhat.icon_state = "hardhat0_[hhat.item_color]"
hhat.item_state = "hardhat0_[hhat.item_color]"
hhat.visible_message("<span class='danger'>[hhat]'s light fades and turns off.</span>")
return I.light_range
/obj/effect/proc_holder/spell/aoe_turf/veil/proc/extinguishMob(mob/living/L)
for(var/obj/item/F in L)
if(F.light_range > 0)
extinguishItem(F)
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/organ/internal/lantern/O = H.get_int_organ(/obj/item/organ/internal/lantern)
if(O && O.glowing)
O.toggle_biolum(1)
H.visible_message("<span class='danger'>[H] is engulfed in shadows and fades into the darkness.</span>", "<span class='danger'>A sense of dread washes over you as you suddenly dim dark.</span>")
/obj/effect/proc_holder/spell/aoe_turf/veil/cast(list/targets, mob/user = usr)
if(!shadowling_check(user))
charge_counter = charge_max
@@ -121,23 +69,8 @@
G.visible_message("<span class='warning'>\The [G] withers away!</span>")
qdel(G)
for(var/turf/T in targets)
for(var/obj/item/F in T.contents)
extinguishItem(F)
for(var/obj/machinery/floodlight/F in T.contents)
F.on = 0
F.set_light(0)
for(var/obj/machinery/light/L in T.contents)
L.on = 0
L.visible_message("<span class='danger'>[L] flickers and falls dark.</span>")
L.update(0)
for(var/obj/machinery/computer/C in T.contents)
C.set_light(0)
C.visible_message("<span class='danger'>[C] grows dim, its screen barely readable.</span>")
for(var/mob/living/H in T.contents)
extinguishMob(H)
for(var/mob/living/silicon/robot/borg in T.contents)
borg.update_headlamp(1, charge_max)
for(var/atom/A in T.contents)
A.extinguish_light()
/obj/effect/proc_holder/spell/targeted/shadow_walk
name = "Shadow Walk"
+4
View File
@@ -68,6 +68,10 @@
set_broken()
density = 0
/obj/machinery/computer/extinguish_light()
set_light(0)
visible_message("<span class='danger'>[src] grows dim, its screen barely readable.</span>")
/obj/machinery/computer/update_icon()
overlays.Cut()
if(stat & NOPOWER)
+4
View File
@@ -117,3 +117,7 @@
cell = W
to_chat(user, "You insert the power cell.")
updateicon()
/obj/machinery/floodlight/extinguish_light()
on = 0
set_light(0)
+12 -1
View File
@@ -83,6 +83,11 @@
else
return ..()
/obj/item/flashlight/extinguish_light()
if(on)
on = 0
update_brightness()
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
@@ -211,6 +216,9 @@ obj/item/flashlight/lamp/bananalamp
src.damtype = "fire"
processing_objects += src
/obj/item/flashlight/flare/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
@@ -242,6 +250,9 @@ obj/item/flashlight/lamp/bananalamp
/obj/item/flashlight/slime/attack_self(mob/user)
return //Bio-luminescence does not toggle.
/obj/item/flashlight/slime/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
@@ -299,4 +310,4 @@ obj/item/flashlight/lamp/bananalamp
anchored = TRUE
var/range = null
unacidable = TRUE
burn_state = LAVA_PROOF
burn_state = LAVA_PROOF
+7
View File
@@ -26,6 +26,13 @@
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/hardhat/extinguish_light()
if(on)
on = 0
set_light(0)
icon_state = "hardhat0_[item_color]"
item_state = "hardhat0_[item_color]"
visible_message("<span class='danger'>[src]'s light fades and turns off.</span>")
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
@@ -57,6 +57,11 @@
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/extinguish_light()
if(on)
toggle_light()
visible_message("<span class='danger'>[src]'s light fades and turns off.</span>")
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
if(slot == slot_head)
return 1
@@ -102,6 +102,11 @@
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/eva/plasmaman/extinguish_light()
if(on)
toggle_light()
visible_message("<span class='danger'>[src]'s light fades and turns off.</span>")
// ENGINEERING
/obj/item/clothing/suit/space/eva/plasmaman/atmostech
name = "plasmaman atmospheric suit"
+3
View File
@@ -40,6 +40,9 @@
else
light = new /datum/light_source(src, .)
/atom/proc/extinguish_light()
return
/atom/Destroy()
if(light)
light.destroy()
+10 -1
View File
@@ -2014,4 +2014,13 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
/mob/living/carbon/human/proc/special_post_clone_handling()
if(mind && mind.assigned_role == "Cluwne") //HUNKE your suffering never stops
makeCluwne()
makeCluwne()
/mob/living/carbon/human/extinguish_light()
// Parent function handles stuff the human may be holding
..()
var/obj/item/organ/internal/lantern/O = get_int_organ(/obj/item/organ/internal/lantern)
if(O && O.glowing)
O.toggle_biolum(1)
visible_message("<span class='danger'>[src] is engulfed in shadows and fades into the darkness.</span>", "<span class='danger'>A sense of dread washes over you as you suddenly dim dark.</span>")
+5
View File
@@ -996,3 +996,8 @@
return
to_chat(src, "<span class='notice'>You can taste [english_list(final_taste_list)].</span>")
/mob/living/extinguish_light()
for(var/atom/A in src)
if(A.light_range > 0)
A.extinguish_light()
@@ -1433,6 +1433,10 @@ var/list/robot_verbs_default = list(
disable_component("comms", 160)
if(2)
disable_component("comms", 60)
/mob/living/silicon/robot/extinguish_light()
update_headlamp(1, 150)
/mob/living/silicon/robot/rejuvenate()
..()
var/brute = 1000
+5
View File
@@ -511,3 +511,8 @@ var/global/list/obj/item/pda/PDAs = list()
/obj/item/pda/process()
if(current_app)
current_app.program_process()
/obj/item/pda/extinguish_light()
var/datum/data/pda/utility/flashlight/FL = find_program(/datum/data/pda/utility/flashlight)
if(FL && FL.fon)
FL.start()
+5 -1
View File
@@ -159,7 +159,6 @@
var/nightshift_light_power = 0.45
var/nightshift_light_color = "#FFDDCC"
// the smaller bulb light fixture
/obj/machinery/light/small
@@ -733,3 +732,8 @@
if(limb)
limb.droplimb(0, DROPLIMB_BURN)
return FIRELOSS
/obj/machinery/light/extinguish_light()
on = 0
visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
update(0)
+5
View File
@@ -303,6 +303,11 @@ obj/item/gun/proc/newshot()
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/gun/extinguish_light()
if(gun_light.on)
toggle_gunlight()
visible_message("<span class='danger'>[src]'s light fades and turns off.</span>")
/obj/item/gun/pickup(mob/user)
..()
if(azoom)