// The Lighting System // // 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 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 #define LIGHT_ON_DELAY_LOWER 1 SECONDS #define LIGHT_ON_DELAY_UPPER 3 SECONDS #define MAXIMUM_SAFE_BACKUP_CHARGE 600 #define EMERGENCY_LIGHT_POWER_USE 0.5 /** * # 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 = TRUE layer = 5 max_integrity = 200 armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 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/Initialize(mapload, ndir, building) . = ..() if(fixture_type == "bulb") icon_state = "bulb-construct-stage1" /obj/machinery/light_construct/examine(mob/user) . = ..() if(get_dist(user, src) <= 2) switch(stage) if(1) . += "It's an empty frame bolted to the wall. It needs to be wired." if(2) . += "The frame is wired, but the casing's cover is unscrewed." if(3) . += "The casing is screwed shut." /obj/machinery/light_construct/wrench_act(mob/living/user, obj/item/I) . = TRUE switch(stage) if(1) to_chat(user, "You begin to dismantle [src].") if(!I.use_tool(src, user, 30, volume = I.tool_volume)) return new /obj/item/stack/sheet/metal(get_turf(loc), sheets_refunded) TOOL_DISMANTLE_SUCCESS_MESSAGE qdel(src) if(2) to_chat(user, "You have to remove the wires first.") if(3) to_chat(user, "You have to unscrew the case first.") /obj/machinery/light_construct/wirecutter_act(mob/living/user, obj/item/I) if(stage != 2) return if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return . = TRUE stage = 1 switch(fixture_type) if("tube") icon_state = "tube-construct-stage1" if("bulb") icon_state = "bulb-construct-stage1" new /obj/item/stack/cable_coil(get_turf(loc), 1, paramcolor = COLOR_RED) 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, volume = I.tool_volume)) return switch(fixture_type) if("tube") icon_state = "tube-empty" if("bulb") icon_state = "bulb-empty" stage = 3 user.visible_message("[user] closes [src]'s casing.", \ "You close [src]'s casing.", "You hear a screwdriver.") switch(fixture_type) if("tube") newlight = new /obj/machinery/light/built(loc) if("bulb") newlight = new /obj/machinery/light/small/built(loc) newlight.setDir(dir) transfer_fingerprints_to(newlight) qdel(src) /obj/machinery/light_construct/attackby(obj/item/W, mob/living/user, params) add_fingerprint(user) if(istype(W, /obj/item/stack/cable_coil)) if(stage != 1) return var/obj/item/stack/cable_coil/coil = W coil.use(1) switch(fixture_type) if("tube") icon_state = "tube-construct-stage2" if("bulb") icon_state = "bulb-construct-stage2" stage = 2 playsound(loc, coil.usesound, 50, 1) user.visible_message("[user.name] adds wires to [src].", \ "You add wires to [src].", "You hear a noise.") return return ..() /obj/machinery/light_construct/blob_act(obj/structure/blob/B) if(B && B.loc == loc) qdel(src) /obj/machinery/light_construct/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) 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 = TRUE layer = 5 stage = 1 fixture_type = "bulb" sheets_refunded = 1 /** * # 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 icon_state = "tube1" desc = "A lighting fixture." anchored = TRUE layer = 5 max_integrity = 100 power_state = ACTIVE_POWER_USE idle_power_consumption = 2 //when in low power mode active_power_consumption = 20 //when in full power mode power_channel = PW_CHANNEL_LIGHTING //Lights are calc'd via area so they dont need to be in the machine list /// Is the light on or off? var/on = FALSE /// Is the light currently turning on? var/turning_on = FALSE /// If the light state has changed since the last 'update()', also update the power requirements var/light_state = FALSE /// How much power does it use? var/static_power_used = 0 /// 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" /// Light fixture status (LIGHT_OK | LIGHT_EMPTY | LIGHT_BURNED | LIGHT_BROKEN) var/status = LIGHT_OK /// Is the light currently flickering? var/flickering = FALSE /// Was this light extinguished with an antag ability? Used to ovveride flicker events var/extinguished = 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" /// 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 = 200) /// 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/emergency_mode = FALSE // if true, the light is in emergency mode var/fire_mode = FALSE // if true, the light swaps over to emergency colour var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode /** * # Small light fixture * * The smaller light bulb fixture */ /obj/machinery/light/small icon_state = "bulb1" base_state = "bulb" fitting = "bulb" brightness_range = 4 brightness_color = "#a0a080" nightshift_light_range = 4 desc = "A small lighting fixture." light_type = /obj/item/light/bulb /obj/machinery/light/spot name = "spotlight" light_type = /obj/item/light/tube/large brightness_range = 12 brightness_power = 4 /obj/machinery/light/built/Initialize(mapload) status = LIGHT_EMPTY ..() /obj/machinery/light/small/built/Initialize(mapload) status = LIGHT_EMPTY ..() // create a new lighting fixture /obj/machinery/light/Initialize(mapload) . = ..() if(is_station_level(z)) RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGE_PLANNED, PROC_REF(on_security_level_change_planned)) RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(on_security_level_update)) 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(TRUE) if("bulb") brightness_range = 4 brightness_color = "#a0a080" if(prob(5)) break_light_tube(TRUE) update(FALSE, TRUE, FALSE) /obj/machinery/light/proc/on_security_level_change_planned(datum/source, previous_level_number, new_level_number) SIGNAL_HANDLER if(status != LIGHT_OK) return if(new_level_number == SEC_LEVEL_EPSILON) fire_mode = FALSE emergency_mode = TRUE on = FALSE INVOKE_ASYNC(src, PROC_REF(update), FALSE) /obj/machinery/light/proc/on_security_level_update(datum/source, previous_level_number, new_level_number) SIGNAL_HANDLER if(status != LIGHT_OK) return if(new_level_number >= SEC_LEVEL_EPSILON) fire_mode = TRUE emergency_mode = TRUE on = FALSE else fire_mode = FALSE emergency_mode = FALSE on = TRUE INVOKE_ASYNC(src, PROC_REF(update), FALSE) /obj/machinery/light/Destroy() var/area/A = get_area(src) if(A) on = FALSE return ..() /obj/machinery/light/update_icon_state() switch(status) // set icon_states if(LIGHT_OK) if(emergency_mode || fire_mode) icon_state = "[base_state]_emergency" else icon_state = "[base_state][on]" if(LIGHT_EMPTY) icon_state = "[base_state]-empty" on = FALSE if(LIGHT_BURNED) icon_state = "[base_state]-burned" on = FALSE if(LIGHT_BROKEN) icon_state = "[base_state]-broken" on = FALSE /obj/machinery/light/update_overlays() . = ..() underlays.Cut() if(status != LIGHT_OK || !on || !turning_on) return if(nightshift_enabled || emergency_mode || fire_mode || turning_on) underlays += emissive_appearance(icon, "[base_state]_emergency_lightmask") else underlays += emissive_appearance(icon, "[base_state]_lightmask") /** * Updates the light's 'on' state and power consumption based on [/obj/machinery/light/var/on]. * * Arguments: * * trigger - Should this update check if the light will explode/burn out. * * instant - Will the lightbulb turn on instantly, or after a short delay. * * play_sound - Will the lightbulb play a sound when it's turned on. */ /obj/machinery/light/proc/update(trigger = TRUE, instant = FALSE, play_sound = TRUE) var/area/current_area = get_area(src) UnregisterSignal(current_area.powernet, COMSIG_POWERNET_POWER_CHANGE) switch(status) if(LIGHT_BROKEN, LIGHT_BURNED, LIGHT_EMPTY) on = FALSE emergency_mode = FALSE if(fire_mode) set_emergency_lights() if(on) // Turning on extinguished = FALSE if(instant) _turn_on(trigger, play_sound) else if(!turning_on) turning_on = TRUE addtimer(CALLBACK(src, PROC_REF(_turn_on), trigger, play_sound), rand(LIGHT_ON_DELAY_LOWER, LIGHT_ON_DELAY_UPPER)) else if(!turned_off()) set_emergency_lights() else // Turning off change_power_mode(IDLE_POWER_USE) set_light(0) update_icon() active_power_consumption = (brightness_range * 10) if(on != light_state) // Light was turned on/off, so update the power usage light_state = on if(on) static_power_used = brightness_range * 20 //20W per unit of luminosity add_static_power(PW_CHANNEL_LIGHTING, static_power_used) else remove_static_power(PW_CHANNEL_LIGHTING, static_power_used) /** * The actual proc to turn on the lightbulb. * * Private proc, do not call directly. Use [/obj/machinery/light/proc/update] instead. * * Sets the light power, range, and colour based on environmental conditions such as night shift and fire alarms. * Also handles light bulbs burning out and exploding if `trigger` is `TRUE`. */ /obj/machinery/light/proc/_turn_on(trigger, play_sound = TRUE) PRIVATE_PROC(TRUE) if(QDELETED(src)) return turning_on = FALSE if(!on) return var/BR = brightness_range var/PO = brightness_power var/CO = brightness_color if(color) CO = color if(emergency_mode) CO = bulb_emergency_colour else if(nightshift_enabled) BR = nightshift_light_range PO = nightshift_light_power if(!color) CO = nightshift_light_color if(light && (BR == light.light_range) && (PO == light.light_power) && (CO == light.light_color)) return // Nothing's changed here switchcount++ if(trigger && (status == LIGHT_OK)) if(rigged) log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast].") message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast].") explode() return // 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))) burnout() return change_power_mode(ACTIVE_POWER_USE) update_icon() set_light(BR, PO, CO) if(play_sound) playsound(src, 'sound/machines/light_on.ogg', 60, TRUE) /obj/machinery/light/proc/burnout() status = LIGHT_BURNED visible_message("[src] burns out!") do_sparks(2, 1, src) on = FALSE set_light(0) update_icon() // attempt to set the light's on/off status // will not switch on if broken/burned/empty /obj/machinery/light/proc/seton(S) on = (S && status == LIGHT_OK) update() // examine verb /obj/machinery/light/examine(mob/user) . = ..() if(in_range(user, src)) switch(status) if(LIGHT_OK) . += "It is turned [on ? "on" : "off"]." if(LIGHT_EMPTY) . += "The [fitting] has been removed." . += "The casing can be unscrewed." if(LIGHT_BURNED) . += "The [fitting] is burnt out." if(LIGHT_BROKEN) . += "The [fitting] has been smashed." // attack with item - insert light (if right type), otherwise try to break the light /obj/machinery/light/attackby(obj/item/W, mob/living/user, params) user.changeNext_move(CLICK_CD_MELEE) // This is an ugly hack and I hate it forever //Light replacer code if(istype(W, /obj/item/lightreplacer)) var/obj/item/lightreplacer/LR = W LR.ReplaceLight(src, user) return // attempt to insert light if(istype(W, /obj/item/light)) if(status != LIGHT_EMPTY) to_chat(user, "There is a [fitting] already inserted.") else add_fingerprint(user) var/obj/item/light/L = W if(istype(L, light_type)) status = L.status to_chat(user, "You insert [L].") switchcount = L.switchcount rigged = L.rigged brightness_range = L.brightness_range brightness_power = L.brightness_power brightness_color = L.brightness_color lightmaterials = L.materials on = has_power() update(TRUE, TRUE, FALSE) user.drop_item() //drop the item to update overlays and such qdel(L) if(on && rigged) log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]") message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]") explode() else to_chat(user, "This type of light requires a [fitting].") return // attempt to break the light //If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N if(status != LIGHT_BROKEN && status != LIGHT_EMPTY) user.do_attack_animation(src) if(prob(1 + W.force * 5)) user.visible_message("[user] smashed the light!", "You hit the light, and it smashes!", \ "You hear the tinkle of breaking glass.") 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("[user] hits the light.", "You hit the light.", \ "You hear someone hitting a light.") playsound(loc, 'sound/effects/glasshit.ogg', 75, 1) return // attempt to stick weapon into light socket if(status == LIGHT_EMPTY) if(has_power() && (W.flags & CONDUCT)) do_sparks(3, 1, src) if(prob(75)) // If electrocuted electrocute_mob(user, get_area(src), src, rand(0.7, 1), TRUE) to_chat(user, "You are electrocuted by [src]!") else // If not electrocuted to_chat(user, "You stick [W] into the light socket!") return return ..() /obj/machinery/light/screwdriver_act(mob/living/user, obj/item/I) if(status != LIGHT_EMPTY) return I.play_tool_sound(src) user.visible_message("[user] opens [src]'s casing.", \ "You open [src]'s casing.", "You hear a screwdriver.") deconstruct() return TRUE /obj/machinery/light/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) var/obj/machinery/light_construct/newlight = null var/cur_stage = 2 if(!disassembled) cur_stage = 1 switch(fitting) if("tube") newlight = new /obj/machinery/light_construct(loc) newlight.icon_state = "tube-construct-stage2" if("bulb") newlight = new /obj/machinery/light_construct/small(loc) newlight.icon_state = "bulb-construct-stage2" newlight.setDir(dir) newlight.stage = cur_stage if(!disassembled) newlight.obj_integrity = newlight.max_integrity * 0.5 if(status != LIGHT_BROKEN) break_light_tube() if(status != LIGHT_EMPTY) drop_light_tube() new /obj/item/stack/cable_coil(loc, 1, "red") transfer_fingerprints_to(newlight) qdel(src) /obj/machinery/light/attacked_by(obj/item/I, mob/living/user) ..() if(status == LIGHT_BROKEN || status == LIGHT_EMPTY) if(on && (I.flags & CONDUCT)) if(prob(12)) electrocute_mob(user, get_area(src), src, 0.3, TRUE) /obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) . = ..() if(. && !QDELETED(src)) if(prob(damage_amount * 5)) break_light_tube() /obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) switch(status) if(LIGHT_EMPTY) playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE) if(LIGHT_BROKEN) playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE) else playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE) if(BURN) playsound(loc, 'sound/items/welder.ogg', 100, TRUE) // returns if the light has power /but/ is manually turned off // if a light is turned off, it won't activate emergency power /obj/machinery/light/proc/turned_off() var/area/machine_area = get_area(src) return !machine_area.lightswitch && machine_area.powernet.lighting_powered // returns whether this light has power // true if area has power and lightswitch is on /obj/machinery/light/has_power() var/area/machine_area = get_area(src) return machine_area.lightswitch && machine_area.powernet.lighting_powered // attempts to set emergency lights /obj/machinery/light/proc/set_emergency_lights() var/area/current_area = get_area(src) var/obj/machinery/power/apc/current_apc = current_area.get_apc() if(status != LIGHT_OK || !current_apc || flickering || no_emergency) emergency_lights_off(current_area, current_apc) return if(current_apc.emergency_lights || !current_apc.emergency_power) emergency_lights_off(current_area, current_apc) return if(fire_mode) set_light(nightshift_light_range, nightshift_light_power, bulb_emergency_colour) update_icon() return emergency_mode = TRUE set_light(3, 1.7, bulb_emergency_colour) update_icon() RegisterSignal(machine_powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(update), override = TRUE) /obj/machinery/light/proc/emergency_lights_off(area/current_area, obj/machinery/power/apc/current_apc) set_light(0, 0, 0) //you, sir, are off! if(current_apc) RegisterSignal(machine_powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(update), override = TRUE) /obj/machinery/light/flicker(amount = rand(20, 30)) if(flickering) return FALSE if(!on || status != LIGHT_OK || emergency_mode) return FALSE flickering = TRUE INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/light, flicker_event), amount) return TRUE /** * Flicker routine for the light. * Called by invoke_async so the parent proc can return immediately. */ /obj/machinery/light/proc/flicker_event(amount) if(on && status == LIGHT_OK) for(var/i = 0; i < amount; i++) if(status != LIGHT_OK || extinguished) break on = FALSE update(FALSE, TRUE, FALSE) sleep(rand(1, 3)) on = (status == LIGHT_OK) update(FALSE, TRUE, FALSE) sleep(rand(1, 10)) on = (status == LIGHT_OK && !extinguished) update(FALSE, TRUE, FALSE) flickering = FALSE // ai attack - toggle emergency lighting /obj/machinery/light/attack_ai(mob/user) no_emergency = !no_emergency to_chat(user, "Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].") update(FALSE) // attack with hand - remove tube/bulb // if hands aren't protected and the light is on, burn the player /obj/machinery/light/attack_hand(mob/user) user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(status == LIGHT_EMPTY) return // make it burn hands if not wearing fire-insulated gloves if(on) var/prot = 0 var/mob/living/carbon/human/H = user if(istype(H)) if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves if(G.max_heat_protection_temperature) prot = (G.max_heat_protection_temperature > 360) else prot = 1 if(prot > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS)) to_chat(user, "You remove the light [fitting]") else if(HAS_TRAIT(user, TRAIT_TELEKINESIS)) to_chat(user, "You telekinetically remove the light [fitting].") 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!") var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand") 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!") return else to_chat(user, "You remove the light [fitting]") // create a light tube/bulb item and put it in the user's hand drop_light_tube(user) // break the light and make sparks if was on /obj/machinery/light/proc/drop_light_tube(mob/user) if(status == LIGHT_EMPTY) return var/obj/item/light/L = new light_type() L.status = status L.rigged = rigged L.brightness_range = brightness_range L.brightness_power = brightness_power L.brightness_color = brightness_color L.materials = lightmaterials // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.forceMove(loc) if(user) //puts it in our active hand L.add_fingerprint(user) user.put_in_active_hand(L) status = LIGHT_EMPTY update() return L /obj/machinery/light/attack_tk(mob/user) if(status == LIGHT_EMPTY) to_chat(user, "There is no [fitting] in this light.") return to_chat(user, "You telekinetically remove the light [fitting].") // create a light tube/bulb item and put it in the user's hand var/obj/item/light/L = drop_light_tube() L.attack_tk(user) /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(loc, 'sound/effects/glasshit.ogg', 75, 1) if(on || overloaded) do_sparks(3, 1, src) status = LIGHT_BROKEN update() /obj/machinery/light/proc/fix() if(status == LIGHT_OK) return status = LIGHT_OK extinguished = FALSE on = TRUE update(FALSE, TRUE, FALSE) /obj/machinery/light/zap_act(power, zap_flags) var/explosive = zap_flags & ZAP_MACHINE_EXPLOSIVE zap_flags &= ~(ZAP_MACHINE_EXPLOSIVE | ZAP_OBJ_DAMAGE) . = ..() if(explosive) explosion(src, 0, 0, 0, flame_range = 5, adminlog = FALSE) qdel(src) // timed process // use power // called when area power state changes /obj/machinery/light/power_change() var/area/A = get_area(src) if(A) seton(A.lightswitch && A.powernet.lighting_powered) // called when on fire /obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C break_light_tube() // explode the light /obj/machinery/light/proc/explode() 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) /** * # 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 blocks_emissive = FALSE /// Light status (LIGHT_OK | LIGHT_BURNED | LIGHT_BROKEN) var/status = LIGHT_OK var/base_state /// How many times has the light been switched on/off? var/switchcount = 0 /// Materials the light is made of materials = list(MAT_GLASS = 200) /// 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/Initialize(mapload) . = ..() AddComponent(/datum/component/caltrop, force) /obj/item/light/Crossed(mob/living/L) if(istype(L) && has_gravity(loc)) if(L.incorporeal_move || L.flying || L.floating) return playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE) if(status == LIGHT_BURNED || status == LIGHT_OK) shatter() return ..() /obj/item/light/decompile_act(obj/item/matter_decompiler/C, mob/user) C.stored_comms["glass"] += 1 C.stored_comms["metal"] += 1 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." icon_state = "ltube" base_state = "ltube" item_state = "c_tube" brightness_range = 8 /obj/item/light/tube/large w_class = WEIGHT_CLASS_SMALL name = "large light tube" 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." icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" brightness_range = 5 brightness_color = "#a0a080" /obj/item/light/throw_impact(atom/hit_atom) ..() shatter() /obj/item/light/bulb/fire name = "fire bulb" desc = "A replacement fire bulb." icon_state = "fbulb" base_state = "fbulb" item_state = "egg4" brightness_range = 5 // update the icon state and description of the light /obj/item/light/proc/update() switch(status) if(LIGHT_OK) icon_state = base_state desc = "A replacement [name]." if(LIGHT_BURNED) icon_state = "[base_state]-burned" desc = "A burnt-out [name]." if(LIGHT_BROKEN) icon_state = "[base_state]-broken" desc = "A broken [name]." /obj/item/light/New() ..() switch(name) if("light tube") brightness_range = rand(6,9) if("light bulb") brightness_range = rand(4,6) update() // attack bulb/tube with object // if a syringe, can inject plasma to make it explode /obj/item/light/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/reagent_containers/syringe)) var/obj/item/reagent_containers/syringe/S = I if(!length(S.reagents.reagent_list)) return if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5)) to_chat(user, "You inject the solution into [src], rigging it to explode!") 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 = TRUE S.reagents.clear_reagents() else // If it has a reagent, but it's not plasma to_chat(user, "You fail to rig [src] with the solution.") else // If it's not a syringe return ..() /obj/item/light/attack(mob/living/M, mob/living/user, def_zone) ..() shatter() /obj/item/light/attack_obj(obj/O, mob/living/user, params) ..() shatter() /obj/item/light/proc/shatter() if(status == LIGHT_OK || status == LIGHT_BURNED) visible_message("[src] shatters.", "You hear a small glass object shatter.") status = LIGHT_BROKEN force = 5 sharp = TRUE playsound(loc, 'sound/effects/glasshit.ogg', 75, 1) update() /obj/item/light/suicide_act(mob/living/carbon/human/user) user.visible_message("[user] touches [src], burning [user.p_their()] hands off!", "You touch [src], burning your hands off!") for(var/oname in list("l_hand", "r_hand")) var/obj/item/organ/external/limb = user.get_organ(oname) if(limb) limb.droplimb(0, DROPLIMB_BURN) return FIRELOSS /obj/machinery/light/extinguish_light(force = FALSE) on = FALSE extinguished = TRUE emergency_mode = FALSE no_emergency = TRUE addtimer(CALLBACK(src, PROC_REF(enable_emergency_lighting)), 5 MINUTES, TIMER_UNIQUE|TIMER_OVERRIDE) visible_message("[src] flickers and falls dark.") update(FALSE) /obj/machinery/light/proc/enable_emergency_lighting() visible_message("[src]'s emergency lighting flickers back to life.") extinguished = FALSE no_emergency = FALSE update(FALSE) #undef MAXIMUM_SAFE_BACKUP_CHARGE #undef EMERGENCY_LIGHT_POWER_USE #undef LIGHT_OK #undef LIGHT_EMPTY #undef LIGHT_BROKEN #undef LIGHT_BURNED #undef LIGHT_ON_DELAY_LOWER #undef LIGHT_ON_DELAY_UPPER