mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 10:33:30 +01:00
Light fixture code cleanup & spooking (#14396)
* Autumn cleaning * A few things I missed * Set 'update' back to 'FALSE' * Allows ghosts to burn out lights And also tweaks the adminverb 'Fix all Lights' to reset the 'switchcount'. * Tweaks burnout value * A few more tweaks * Removed an else * I thought I'd already done this, guess not!
This commit is contained in:
@@ -2925,6 +2925,7 @@
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message_admins("[key_name_admin(usr)] fixed all lights", 1)
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for(var/obj/machinery/light/L in GLOB.machines)
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L.fix()
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L.switchcount = 0
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if("floorlava")
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feedback_inc("admin_secrets_fun_used", 1)
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feedback_add_details("admin_secrets_fun_used", "LF")
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+216
-141
@@ -1,7 +1,6 @@
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// The lighting system
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// The Lighting System
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
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// Consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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@@ -9,18 +8,29 @@
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/**
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* # Light fixture frame
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*
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* Incomplete light tube fixture
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*
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* Becomes a [Light fixture] when completed
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*/
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/obj/machinery/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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anchored = TRUE
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layer = 5
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max_integrity = 200
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 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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/// 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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/obj/machinery/light_construct/New()
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@@ -43,12 +53,11 @@
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. = TRUE
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switch(stage)
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if(1)
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to_chat(user, "<span class='notice'>You begin deconstructing [src].</span>")
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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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user.visible_message("<span class='notice'>[user] deconstructs [src].</span>", \
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"<span class='notice'>You deconstruct [src].</span>", "You hear a noise.")
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TOOL_DISMANTLE_SUCCESS_MESSAGE
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qdel(src)
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if(2)
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to_chat(user, "<span class='warning'>You have to remove the wires first.</span>")
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@@ -58,10 +67,8 @@
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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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return
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. = TRUE
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if(!I.use_tool(src, user, 0))
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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playsound(loc, I.usesound, 100, 1)
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. = TRUE
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stage = 1
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switch(fixture_type)
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@@ -70,14 +77,13 @@
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if("bulb")
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icon_state = "bulb-construct-stage1"
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new /obj/item/stack/cable_coil(get_turf(loc), 1, paramcolor = COLOR_RED)
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user.visible_message("<span class='notice'>[user] removes the wiring from [src].</span>", \
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"<span class='notice'>You remove the wiring from [src].</span>", "You hear a noise.")
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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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return
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. = TRUE
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if(!I.use_tool(src, user, 0))
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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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@@ -86,8 +92,7 @@
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icon_state = "bulb-empty"
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stage = 3
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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>", "You hear a noise.")
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playsound(loc, I.usesound, 75, 1)
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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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@@ -115,7 +120,7 @@
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stage = 2
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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>")
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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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return
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return ..()
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@@ -129,58 +134,90 @@
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new /obj/item/stack/sheet/metal(loc, sheets_refunded)
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qdel(src)
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/**
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* # Small light fixture frame
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*
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* Incomplete light bulb fixture
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*
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* Becomes a [Small light fixture] when completed
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*/
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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 = 1
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anchored = TRUE
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layer = 5
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stage = 1
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/**
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* # Light fixture
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*
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* The standard light tube fixture
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*/
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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var/base_state = "tube" // Base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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layer = 5
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = FALSE // 1 if on, 0 if off
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var/on_gs = 0
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/// Is the light on or off?
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var/on = FALSE
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/// If the light state has changed since the last 'update()', also update the power requirements
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var/power_state = FALSE
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/// How much power does it use?
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var/static_power_used = 0
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var/brightness_range = 8 // luminosity when on, also used in power calculation
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/// Light range (Also used in power calculation)
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var/brightness_range = 8
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/// Light intensity
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var/brightness_power = 1
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/// Light colour when on
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var/brightness_color = "#FFFFFF"
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/light/tube // the type of light item
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/// Light fixture status (LIGHT_OK | LIGHT_EMPTY | LIGHT_BURNED | LIGHT_BROKEN)
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var/status = LIGHT_OK
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/// Is the light currently flickering?
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var/flickering = FALSE
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/// Item type of the light bulb
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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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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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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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var/rigged = FALSE
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/// Materials the light is made of
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var/lightmaterials = list(MAT_GLASS=100)
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var/rigged = 0 // true if rigged to explode
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var/lightmaterials = list(MAT_GLASS=100) //stores the materials the light is made of to stop infinite glass exploit
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var/nightshift_enabled = FALSE //Currently in night shift mode?
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var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
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/// Currently in night shift mode?
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var/nightshift_enabled = FALSE
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/// Allowed to be switched to night shift mode?
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var/nightshift_allowed = TRUE
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/// Light range when in night shift mode
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var/nightshift_light_range = 8
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/// Light intensity when in night shift mode
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var/nightshift_light_power = 0.45
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/// The colour of the light while it's in night shift mode
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var/nightshift_light_color = "#FFDDCC"
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/// The colour of the light while it's in emergency mode
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var/bulb_emergency_colour = "#FF3232"
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var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
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// the smaller bulb light fixture
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/**
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* # Small light fixture
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*
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* The smaller light bulb fixture
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*/
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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@@ -198,36 +235,32 @@
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brightness_range = 12
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brightness_power = 4
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/obj/machinery/light/built/New()
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/obj/machinery/light/built/Initialize(mapload)
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status = LIGHT_EMPTY
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update(0)
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..()
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/obj/machinery/light/small/built/New()
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/obj/machinery/light/small/built/Initialize(mapload)
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status = LIGHT_EMPTY
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update(0)
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..()
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(2)
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var/area/A = get_area(src)
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if(A && !A.requires_power)
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on = 1
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/obj/machinery/light/Initialize(mapload)
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. = ..()
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var/area/A = get_area(src)
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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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if("tube")
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brightness_range = 8
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if(prob(2))
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break_light_tube(1)
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if("bulb")
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brightness_range = 4
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brightness_color = "#a0a080"
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if(prob(5))
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break_light_tube()
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spawn(1)
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update(0)
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switch(fitting)
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if("tube")
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brightness_range = 8
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if(prob(2))
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break_light_tube(TRUE)
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if("bulb")
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brightness_range = 4
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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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update(FALSE)
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/obj/machinery/light/Destroy()
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var/area/A = get_area(src)
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@@ -259,8 +292,15 @@
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/obj/machinery/light/get_spooked()
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flicker()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(var/trigger = TRUE)
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/**
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* Updates the light's properties
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*
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* Updates the icon_state, luminosity, colour, and power usage of the light.
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* Also handles rigged light bulbs exploding.
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* Arguments:
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* * trigger - Should this update make the light explode/burn out? (Defaults to TRUE)
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*/
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/obj/machinery/light/proc/update(trigger = TRUE)
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switch(status)
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if(LIGHT_BROKEN, LIGHT_BURNED, LIGHT_EMPTY)
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on = FALSE
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@@ -287,12 +327,12 @@
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else if(prob(min(60, switchcount * switchcount * 0.01)))
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// Whichever number is smallest gets set as the prob
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// Each spook adds a 0.5% to 1% chance of burnout
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else if(prob(min(40, switchcount / 10)))
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = FALSE
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set_light(0)
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burnout()
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else
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use_power = ACTIVE_POWER_USE
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set_light(BR, PO, CO)
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@@ -301,18 +341,28 @@
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set_light(0)
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active_power_usage = (brightness_range * 10)
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if(on != on_gs)
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on_gs = on
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if(on != power_state) // Light was turned on/off, so update the power usage
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power_state = on
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if(on)
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static_power_used = brightness_range * 20 //20W per unit luminosity
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addStaticPower(static_power_used, STATIC_LIGHT)
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else
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removeStaticPower(static_power_used, STATIC_LIGHT)
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/obj/machinery/light/proc/burnout()
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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visible_message("<span class='boldwarning'>[src] burns out!</span>")
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do_sparks(2, 1, src)
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on = FALSE
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set_light(0)
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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/obj/machinery/light/proc/seton(S)
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on = (S && status == LIGHT_OK)
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update()
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// examine verb
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@@ -321,13 +371,13 @@
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if(in_range(user, src))
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switch(status)
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if(LIGHT_OK)
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. += "[desc] It is turned [on? "on" : "off"]."
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. += "It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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. += "[desc] The [fitting] has been removed."
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. += "The [fitting] has been removed."
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if(LIGHT_BURNED)
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. += "[desc] The [fitting] is burnt out."
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. += "The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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. += "[desc] The [fitting] has been smashed."
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. += "The [fitting] has been smashed."
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@@ -343,13 +393,13 @@
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// attempt to insert light
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else if(istype(W, /obj/item/light))
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if(status != LIGHT_EMPTY)
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to_chat(user, "There is a [fitting] already inserted.")
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to_chat(user, "<span class='warning'>There is a [fitting] already inserted.</span>")
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else
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src.add_fingerprint(user)
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add_fingerprint(user)
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var/obj/item/light/L = W
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if(istype(L, light_type))
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status = L.status
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to_chat(user, "You insert the [L.name].")
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to_chat(user, "<span class='notice'>You insert [L].</span>")
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switchcount = L.switchcount
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rigged = L.rigged
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brightness_range = L.brightness_range
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@@ -369,7 +419,7 @@
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explode()
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else
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to_chat(user, "This type of light requires a [fitting].")
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to_chat(user, "<span class='warning'>This type of light requires a [fitting].</span>")
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return
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// attempt to break the light
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@@ -378,36 +428,36 @@
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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user.do_attack_animation(src)
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if(prob(1+W.force * 5))
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if(prob(1 + W.force * 5))
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to_chat(user, "You hit the light, and it smashes!")
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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user.visible_message("<span class='danger'>[user] smashed the light!</span>", "<span class='danger'>You hit the light, and it smashes!</span>", \
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"<span class='danger'>You hear the tinkle of breaking glass.</span>")
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if(on && (W.flags & CONDUCT))
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if(prob(12))
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electrocute_mob(user, get_area(src), src, 0.3, TRUE)
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break_light_tube()
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else
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user.visible_message("<span class='danger'>[user.name] hits the light.</span>")
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playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
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user.visible_message("<span class='danger'>[user] hits the light.</span>", "<span class='danger'>You hit the light.</span>", \
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"<span class='danger'>You hear someone hitting a light.</span>")
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playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
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playsound(src.loc, W.usesound, 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"You open [src]'s casing.", "You hear a noise.")
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playsound(loc, W.usesound, W.tool_volume, 1)
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user.visible_message("<span class='notice'>[user] opens [src]'s casing.</span>", \
|
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"<span class='notice'>You open [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
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deconstruct()
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return
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|
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to_chat(user, "You stick \the [W] into the light socket!")
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if(has_power() && (W.flags & CONDUCT))
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do_sparks(3, 1, src)
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if(prob(75))
|
||||
if(prob(75)) // If electrocuted
|
||||
electrocute_mob(user, get_area(src), src, rand(0.7, 1), TRUE)
|
||||
to_chat(user, "<span class='userdanger'>You are electrocuted by [src]!</span>")
|
||||
else // If not electrocuted
|
||||
to_chat(user, "<span class='danger'>You stick [W] into the light socket!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
@@ -419,13 +469,13 @@
|
||||
cur_stage = 1
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
newlight = new /obj/machinery/light_construct(src.loc)
|
||||
newlight = new /obj/machinery/light_construct(loc)
|
||||
newlight.icon_state = "tube-construct-stage2"
|
||||
|
||||
if("bulb")
|
||||
newlight = new /obj/machinery/light_construct/small(src.loc)
|
||||
newlight = new /obj/machinery/light_construct/small(loc)
|
||||
newlight.icon_state = "bulb-construct-stage2"
|
||||
newlight.setDir(src.dir)
|
||||
newlight.setDir(dir)
|
||||
newlight.stage = cur_stage
|
||||
if(!disassembled)
|
||||
newlight.obj_integrity = newlight.max_integrity * 0.5
|
||||
@@ -461,7 +511,7 @@
|
||||
else
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
|
||||
if(BURN)
|
||||
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
|
||||
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
|
||||
|
||||
// returns whether this light has power
|
||||
// true if area has power and lightswitch is on
|
||||
@@ -469,23 +519,25 @@
|
||||
var/area/A = get_area(src)
|
||||
return A.lightswitch && A.power_light
|
||||
|
||||
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
if(flickering) return
|
||||
flickering = 1
|
||||
spawn(0)
|
||||
if(on && status == LIGHT_OK)
|
||||
for(var/i = 0; i < amount; i++)
|
||||
if(status != LIGHT_OK) break
|
||||
on = !on
|
||||
update(0)
|
||||
sleep(rand(5, 15))
|
||||
on = (status == LIGHT_OK)
|
||||
update(0)
|
||||
flickering = 0
|
||||
/obj/machinery/light/proc/flicker(amount = rand(10, 20))
|
||||
if(flickering)
|
||||
return
|
||||
if(on)
|
||||
flickering = TRUE
|
||||
for(var/i in 1 to amount)
|
||||
if(status != LIGHT_OK)
|
||||
break
|
||||
on = !on
|
||||
update() // No param means that ghosts can burn out lights
|
||||
sleep(rand(5, 15))
|
||||
if(status == LIGHT_OK)
|
||||
on = TRUE
|
||||
update(FALSE)
|
||||
flickering = FALSE
|
||||
|
||||
// ai attack - make lights flicker, because why not
|
||||
/obj/machinery/light/attack_ai(mob/user)
|
||||
src.flicker(1)
|
||||
flicker(1)
|
||||
|
||||
// attack with hand - remove tube/bulb
|
||||
// if hands aren't protected and the light is on, burn the player
|
||||
@@ -495,7 +547,7 @@
|
||||
add_fingerprint(user)
|
||||
|
||||
if(status == LIGHT_EMPTY)
|
||||
to_chat(user, "There is no [fitting] in this light.")
|
||||
to_chat(user, "<span class='warning'>There is no [fitting] in this light.</span>")
|
||||
return
|
||||
|
||||
// make it burn hands if not wearing fire-insulated gloves
|
||||
@@ -512,23 +564,23 @@
|
||||
prot = 1
|
||||
|
||||
if(prot > 0 || (HEATRES in user.mutations))
|
||||
to_chat(user, "You remove the light [fitting]")
|
||||
to_chat(user, "<span class='notice'>You remove the light [fitting]</span>")
|
||||
else if(TK in user.mutations)
|
||||
to_chat(user, "You telekinetically remove the light [fitting].")
|
||||
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
|
||||
else
|
||||
if(user.a_intent == INTENT_DISARM || user.a_intent == INTENT_GRAB)
|
||||
to_chat(user, "You try to remove the light [fitting], but you burn your hand on it!")
|
||||
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
|
||||
|
||||
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
|
||||
if(affecting.receive_damage( 0, 5 )) // 5 burn damage
|
||||
if(affecting.receive_damage(0, 5)) // 5 burn damage
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
return
|
||||
else
|
||||
to_chat(user, "You try to remove the light [fitting], but it's too hot to touch!")
|
||||
to_chat(user, "<span class='notice'>You try to remove the light [fitting], but it's too hot to touch!</span>")
|
||||
return
|
||||
else
|
||||
to_chat(user, "You remove the light [fitting].")
|
||||
to_chat(user, "<span class='notice'>You remove the light [fitting]</span>")
|
||||
// create a light tube/bulb item and put it in the user's hand
|
||||
drop_light_tube(user)
|
||||
|
||||
@@ -555,7 +607,7 @@
|
||||
user.put_in_active_hand(L)
|
||||
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
update(FALSE)
|
||||
return L
|
||||
|
||||
/obj/machinery/light/attack_tk(mob/user)
|
||||
@@ -568,13 +620,13 @@
|
||||
var/obj/item/light/L = drop_light_tube()
|
||||
L.attack_tk(user)
|
||||
|
||||
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0, overloaded = 0)
|
||||
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = FALSE, overloaded = FALSE)
|
||||
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
|
||||
return
|
||||
|
||||
if(!skip_sound_and_sparks)
|
||||
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
||||
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
if(on || overloaded)
|
||||
do_sparks(3, 1, src)
|
||||
status = LIGHT_BROKEN
|
||||
@@ -611,30 +663,39 @@
|
||||
// explode the light
|
||||
|
||||
/obj/machinery/light/proc/explode()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
spawn(0)
|
||||
break_light_tube() // break it first to give a warning
|
||||
sleep(2)
|
||||
explosion(T, 0, 0, 2, 2)
|
||||
sleep(1)
|
||||
qdel(src)
|
||||
var/turf/T = get_turf(loc)
|
||||
break_light_tube() // break it first to give a warning
|
||||
sleep(2)
|
||||
explosion(T, 0, 0, 2, 2)
|
||||
qdel(src)
|
||||
|
||||
// the light item
|
||||
// can be tube or bulb subtypes
|
||||
// will fit into empty /obj/machinery/light of the corresponding type
|
||||
|
||||
/**
|
||||
* # Light item
|
||||
*
|
||||
* Parent type of light fittings (Light bulbs, light tubes)
|
||||
*
|
||||
* Will fit into empty [/obj/machinery/light] of the corresponding type
|
||||
*/
|
||||
/obj/item/light
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
force = 2
|
||||
throwforce = 5
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
||||
/// Light status (LIGHT_OK | LIGHT_BURNED | LIGHT_BROKEN)
|
||||
var/status = LIGHT_OK
|
||||
var/base_state
|
||||
var/switchcount = 0 // number of times switched
|
||||
/// How many times has the light been switched on/off?
|
||||
var/switchcount = 0
|
||||
/// Materials the light is made of
|
||||
materials = list(MAT_GLASS=100)
|
||||
var/rigged = 0 // true if rigged to explode
|
||||
var/brightness_range = 2 //how much light it gives off
|
||||
/// Is the light rigged to explode?
|
||||
var/rigged = FALSE
|
||||
/// Light range
|
||||
var/brightness_range = 2
|
||||
/// Light intensity
|
||||
var/brightness_power = 1
|
||||
/// Light colour
|
||||
var/brightness_color = null
|
||||
|
||||
/obj/item/light/ComponentInitialize()
|
||||
@@ -656,6 +717,11 @@
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* # Light Tube
|
||||
*
|
||||
* For use in an empty [/obj/machinery/light]
|
||||
*/
|
||||
/obj/item/light/tube
|
||||
name = "light tube"
|
||||
desc = "A replacement light tube."
|
||||
@@ -670,6 +736,11 @@
|
||||
brightness_range = 15
|
||||
brightness_power = 2
|
||||
|
||||
/**
|
||||
* # Light Bulb
|
||||
*
|
||||
* For use in an empty [/obj/machinery/light/small]
|
||||
*/
|
||||
/obj/item/light/bulb
|
||||
name = "light bulb"
|
||||
desc = "A replacement light bulb."
|
||||
@@ -722,17 +793,21 @@
|
||||
if(istype(I, /obj/item/reagent_containers/syringe))
|
||||
var/obj/item/reagent_containers/syringe/S = I
|
||||
|
||||
to_chat(user, "You inject the solution into the [src].")
|
||||
if(!length(S.reagents.reagent_list))
|
||||
return
|
||||
|
||||
if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5))
|
||||
|
||||
to_chat(user, "<span class='danger'>You inject the solution into [src], rigging it to explode!</span>")
|
||||
log_admin("LOG: [key_name(user)] injected a light with plasma, rigging it to explode.")
|
||||
message_admins("LOG: [key_name_admin(user)] injected a light with plasma, rigging it to explode.")
|
||||
|
||||
rigged = 1
|
||||
rigged = TRUE
|
||||
S.reagents.clear_reagents()
|
||||
|
||||
S.reagents.clear_reagents()
|
||||
else
|
||||
else // If it has a reagent, but it's not plasma
|
||||
to_chat(user, "<span class='warning'>You fail to rig [src] with the solution.</span>")
|
||||
|
||||
else // If it's not a syringe
|
||||
return ..()
|
||||
|
||||
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
|
||||
@@ -745,11 +820,11 @@
|
||||
|
||||
/obj/item/light/proc/shatter()
|
||||
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
||||
src.visible_message("<span class='warning'>[name] shatters.</span>","<span class='warning'>You hear a small glass object shatter.</span>")
|
||||
visible_message("<span class='warning'>[src] shatters.</span>", "<span class='warning'>You hear a small glass object shatter.</span>")
|
||||
status = LIGHT_BROKEN
|
||||
force = 5
|
||||
sharp = 1
|
||||
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
sharp = TRUE
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
update()
|
||||
|
||||
/obj/item/light/suicide_act(mob/living/carbon/human/user)
|
||||
@@ -764,4 +839,4 @@
|
||||
/obj/machinery/light/extinguish_light()
|
||||
on = FALSE
|
||||
visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
|
||||
update(0)
|
||||
update(FALSE)
|
||||
|
||||
Reference in New Issue
Block a user