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:
SabreML
2020-10-17 18:57:36 +01:00
committed by GitHub
parent 0867cce0ec
commit cadfb7c433
2 changed files with 217 additions and 141 deletions
+1
View File
@@ -2925,6 +2925,7 @@
message_admins("[key_name_admin(usr)] fixed all lights", 1)
for(var/obj/machinery/light/L in GLOB.machines)
L.fix()
L.switchcount = 0
if("floorlava")
feedback_inc("admin_secrets_fun_used", 1)
feedback_add_details("admin_secrets_fun_used", "LF")
+216 -141
View File
@@ -1,7 +1,6 @@
// The lighting system
// The Lighting System
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
// Consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
// status values shared between lighting fixtures and items
#define LIGHT_OK 0
@@ -9,18 +8,29 @@
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/**
* # Light fixture frame
*
* Incomplete light tube fixture
*
* Becomes a [Light fixture] when completed
*/
/obj/machinery/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = 1
anchored = TRUE
layer = 5
max_integrity = 200
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
var/stage = 1
/// Light bulb type
var/fixture_type = "tube"
/// How many metal sheets get given after deconstruction
var/sheets_refunded = 2
/// Holder for the completed fixture
var/obj/machinery/light/newlight = null
/obj/machinery/light_construct/New()
@@ -43,12 +53,11 @@
. = TRUE
switch(stage)
if(1)
to_chat(user, "<span class='notice'>You begin deconstructing [src].</span>")
to_chat(user, "<span class='notice'>You begin to dismantle [src].</span>")
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
new /obj/item/stack/sheet/metal(get_turf(loc), sheets_refunded)
user.visible_message("<span class='notice'>[user] deconstructs [src].</span>", \
"<span class='notice'>You deconstruct [src].</span>", "You hear a noise.")
TOOL_DISMANTLE_SUCCESS_MESSAGE
qdel(src)
if(2)
to_chat(user, "<span class='warning'>You have to remove the wires first.</span>")
@@ -58,10 +67,8 @@
/obj/machinery/light_construct/wirecutter_act(mob/living/user, obj/item/I)
if(stage != 2)
return
. = TRUE
if(!I.use_tool(src, user, 0))
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
playsound(loc, I.usesound, 100, 1)
. = TRUE
stage = 1
switch(fixture_type)
@@ -70,14 +77,13 @@
if("bulb")
icon_state = "bulb-construct-stage1"
new /obj/item/stack/cable_coil(get_turf(loc), 1, paramcolor = COLOR_RED)
user.visible_message("<span class='notice'>[user] removes the wiring from [src].</span>", \
"<span class='notice'>You remove the wiring from [src].</span>", "You hear a noise.")
WIRECUTTER_SNIP_MESSAGE
/obj/machinery/light_construct/screwdriver_act(mob/living/user, obj/item/I)
if(stage != 2)
return
. = TRUE
if(!I.use_tool(src, user, 0))
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(fixture_type)
if("tube")
@@ -86,8 +92,7 @@
icon_state = "bulb-empty"
stage = 3
user.visible_message("<span class='notice'>[user] closes [src]'s casing.</span>", \
"<span class='notice'>You close [src]'s casing.</span>", "You hear a noise.")
playsound(loc, I.usesound, 75, 1)
"<span class='notice'>You close [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
switch(fixture_type)
if("tube")
@@ -115,7 +120,7 @@
stage = 2
playsound(loc, coil.usesound, 50, 1)
user.visible_message("<span class='notice'>[user.name] adds wires to [src].</span>", \
"<span class='notice'>You add wires to [src].</span>")
"<span class='notice'>You add wires to [src].</span>", "<span class='notice'>You hear a noise.</span>")
return
return ..()
@@ -129,58 +134,90 @@
new /obj/item/stack/sheet/metal(loc, sheets_refunded)
qdel(src)
/**
* # Small light fixture frame
*
* Incomplete light bulb fixture
*
* Becomes a [Small light fixture] when completed
*/
/obj/machinery/light_construct/small
name = "small light fixture frame"
desc = "A small light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-stage1"
anchored = 1
anchored = TRUE
layer = 5
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
// the standard tube light fixture
/**
* # Light fixture
*
* The standard light tube fixture
*/
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting.dmi'
var/base_state = "tube" // base description and icon_state
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
layer = 5
max_integrity = 100
use_power = ACTIVE_POWER_USE
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 = FALSE // 1 if on, 0 if off
var/on_gs = 0
/// Is the light on or off?
var/on = FALSE
/// If the light state has changed since the last 'update()', also update the power requirements
var/power_state = FALSE
/// How much power does it use?
var/static_power_used = 0
var/brightness_range = 8 // luminosity when on, also used in power calculation
/// Light range (Also used in power calculation)
var/brightness_range = 8
/// Light intensity
var/brightness_power = 1
/// Light colour when on
var/brightness_color = "#FFFFFF"
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/light/tube // the type of light item
/// Light fixture status (LIGHT_OK | LIGHT_EMPTY | LIGHT_BURNED | LIGHT_BROKEN)
var/status = LIGHT_OK
/// Is the light currently flickering?
var/flickering = FALSE
/// Item type of the light bulb
var/light_type = /obj/item/light/tube
/// Type of light bulb that goes into the fixture
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
/// How many times has the light been switched on/off? (This is used to calc the probability the light burns out)
var/switchcount = 0
/// Is the light rigged to explode?
var/rigged = FALSE
/// Materials the light is made of
var/lightmaterials = list(MAT_GLASS=100)
var/rigged = 0 // true if rigged to explode
var/lightmaterials = list(MAT_GLASS=100) //stores the materials the light is made of to stop infinite glass exploit
var/nightshift_enabled = FALSE //Currently in night shift mode?
var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
/// Currently in night shift mode?
var/nightshift_enabled = FALSE
/// Allowed to be switched to night shift mode?
var/nightshift_allowed = TRUE
/// Light range when in night shift mode
var/nightshift_light_range = 8
/// Light intensity when in night shift mode
var/nightshift_light_power = 0.45
/// The colour of the light while it's in night shift mode
var/nightshift_light_color = "#FFDDCC"
/// The colour of the light while it's in emergency mode
var/bulb_emergency_colour = "#FF3232"
var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
// the smaller bulb light fixture
/**
* # Small light fixture
*
* The smaller light bulb fixture
*/
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
@@ -198,36 +235,32 @@
brightness_range = 12
brightness_power = 4
/obj/machinery/light/built/New()
/obj/machinery/light/built/Initialize(mapload)
status = LIGHT_EMPTY
update(0)
..()
/obj/machinery/light/small/built/New()
/obj/machinery/light/small/built/Initialize(mapload)
status = LIGHT_EMPTY
update(0)
..()
// create a new lighting fixture
/obj/machinery/light/New()
..()
spawn(2)
var/area/A = get_area(src)
if(A && !A.requires_power)
on = 1
/obj/machinery/light/Initialize(mapload)
. = ..()
var/area/A = get_area(src)
if(A && !A.requires_power)
on = TRUE
switch(fitting)
if("tube")
brightness_range = 8
if(prob(2))
break_light_tube(1)
if("bulb")
brightness_range = 4
brightness_color = "#a0a080"
if(prob(5))
break_light_tube()
spawn(1)
update(0)
switch(fitting)
if("tube")
brightness_range = 8
if(prob(2))
break_light_tube(TRUE)
if("bulb")
brightness_range = 4
brightness_color = "#a0a080"
if(prob(5))
break_light_tube(TRUE)
update(FALSE)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
@@ -259,8 +292,15 @@
/obj/machinery/light/get_spooked()
flicker()
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(var/trigger = TRUE)
/**
* Updates the light's properties
*
* Updates the icon_state, luminosity, colour, and power usage of the light.
* Also handles rigged light bulbs exploding.
* Arguments:
* * trigger - Should this update make the light explode/burn out? (Defaults to TRUE)
*/
/obj/machinery/light/proc/update(trigger = TRUE)
switch(status)
if(LIGHT_BROKEN, LIGHT_BURNED, LIGHT_EMPTY)
on = FALSE
@@ -287,12 +327,12 @@
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
else if(prob(min(60, switchcount * switchcount * 0.01)))
// Whichever number is smallest gets set as the prob
// Each spook adds a 0.5% to 1% chance of burnout
else if(prob(min(40, switchcount / 10)))
if(status == LIGHT_OK && trigger)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = FALSE
set_light(0)
burnout()
else
use_power = ACTIVE_POWER_USE
set_light(BR, PO, CO)
@@ -301,18 +341,28 @@
set_light(0)
active_power_usage = (brightness_range * 10)
if(on != on_gs)
on_gs = on
if(on != power_state) // Light was turned on/off, so update the power usage
power_state = on
if(on)
static_power_used = brightness_range * 20 //20W per unit luminosity
addStaticPower(static_power_used, STATIC_LIGHT)
else
removeStaticPower(static_power_used, STATIC_LIGHT)
/obj/machinery/light/proc/burnout()
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
visible_message("<span class='boldwarning'>[src] burns out!</span>")
do_sparks(2, 1, src)
on = FALSE
set_light(0)
// 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)
/obj/machinery/light/proc/seton(S)
on = (S && status == LIGHT_OK)
update()
// examine verb
@@ -321,13 +371,13 @@
if(in_range(user, src))
switch(status)
if(LIGHT_OK)
. += "[desc] It is turned [on? "on" : "off"]."
. += "It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
. += "[desc] The [fitting] has been removed."
. += "The [fitting] has been removed."
if(LIGHT_BURNED)
. += "[desc] The [fitting] is burnt out."
. += "The [fitting] is burnt out."
if(LIGHT_BROKEN)
. += "[desc] The [fitting] has been smashed."
. += "The [fitting] has been smashed."
@@ -343,13 +393,13 @@
// attempt to insert light
else if(istype(W, /obj/item/light))
if(status != LIGHT_EMPTY)
to_chat(user, "There is a [fitting] already inserted.")
to_chat(user, "<span class='warning'>There is a [fitting] already inserted.</span>")
else
src.add_fingerprint(user)
add_fingerprint(user)
var/obj/item/light/L = W
if(istype(L, light_type))
status = L.status
to_chat(user, "You insert the [L.name].")
to_chat(user, "<span class='notice'>You insert [L].</span>")
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
@@ -369,7 +419,7 @@
explode()
else
to_chat(user, "This type of light requires a [fitting].")
to_chat(user, "<span class='warning'>This type of light requires a [fitting].</span>")
return
// attempt to break the light
@@ -378,36 +428,36 @@
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
user.do_attack_animation(src)
if(prob(1+W.force * 5))
if(prob(1 + W.force * 5))
to_chat(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)
user.visible_message("<span class='danger'>[user] smashed the light!</span>", "<span class='danger'>You hit the light, and it smashes!</span>", \
"<span class='danger'>You hear the tinkle of breaking glass.</span>")
if(on && (W.flags & CONDUCT))
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
break_light_tube()
else
user.visible_message("<span class='danger'>[user.name] hits the light.</span>")
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
user.visible_message("<span class='danger'>[user] hits the light.</span>", "<span class='danger'>You hit the light.</span>", \
"<span class='danger'>You hear someone hitting a light.</span>")
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
playsound(loc, W.usesound, W.tool_volume, 1)
user.visible_message("<span class='notice'>[user] opens [src]'s casing.</span>", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
deconstruct()
return
to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && (W.flags & CONDUCT))
do_sparks(3, 1, src)
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)