// Light Replacer (LR) // // ABOUT THE DEVICE // // This is a device supposedly to be used by Janitors and Janitor Cyborgs which will // allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since // they don't have hands or a way to replace lightbulbs. // // HOW IT WORKS // // You attack a light fixture with it, if the light fixture is broken it will replace the // light fixture with a working light; the broken light is then placed on the floor for the // user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture. // // HOW TO REFILL THE DEVICE // // It will need to be manually refilled with lights. // If it's part of a robot module, it will charge when the Robot is inside a Recharge Station. // // EMAGGED FEATURES // // NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore. // // I'm not sure everyone will react the emag's features so please say what your opinions are of it. // // When emagged it will rig every light it replaces, which will explode when the light is on. // This is VERY noticable, even the device's name changes when you emag it so if anyone // examines you when you're holding it in your hand, you will be discovered. // It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy // access to them, and only one of them can emag their device. // // The explosion cannot insta-kill anyone with 30% or more health. #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 /obj/item/lightreplacer name = "light replacer" desc = "A device to automatically replace lights. Refill with working lightbulbs." icon = 'icons/obj/janitor.dmi' icon_state = "lightreplacer0" item_state = "electronic" flags = CONDUCT slot_flags = SLOT_BELT origin_tech = "magnets=3;engineering=4" var/max_uses = 20 var/uses = 0 var/shards = 0 var/recycle = 3 var/emagged = 0 var/failmsg = "" // How much to increase per each glass? var/increment = 5 // How much to take from the glass? var/decrement = 1 var/charge = 1 /obj/item/lightreplacer/New() uses = max_uses / 2 failmsg = "The [name]'s refill light blinks red." ..() /obj/item/lightreplacer/examine(mob/user) if(..(user, 2)) to_chat(user, "It has [uses] lights and [shards] shards remaining.") /obj/item/lightreplacer/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/stack/sheet/glass)) var/obj/item/stack/sheet/glass/G = W if(G.amount - decrement >= 0 && uses < max_uses) var/remaining = max(G.amount - decrement, 0) if(!remaining && !(G.amount - decrement) == 0) to_chat(user, "There isn't enough glass.") return G.amount = remaining if(!G.amount) user.drop_item() qdel(G) AddUses(increment) to_chat(user, "You insert a piece of glass into the [src.name]. You have [uses] lights remaining.") return if(istype(W, /obj/item/light)) var/obj/item/light/L = W if(L.status == 0) // LIGHT OKAY if(!user.drop_item()) to_chat(user, "[L] is stuck to your hand!") return if(uses < max_uses) AddUses(1) to_chat(user, "You insert the [L.name] into the [src.name]. You have [uses] lights remaining.") user.drop_item() qdel(L) return else if(L.status == 2 || L.status == 3) if(!user.drop_item()) to_chat(user, "[L] is stuck to your hand!") return else AddShards(1) to_chat(user, "You insert [L] into [src]. You have [shards] shards remaining.") user.drop_item() qdel(L) return if(istype(W, /obj/item/storage)) var/obj/item/storage/S = W var/found_lightbulbs = 0 for(var/obj/item/I in S.contents) if(istype(I,/obj/item/light)) var/obj/item/light/L = I found_lightbulbs = 1 if(uses >= max_uses) to_chat(user, "[src] is full!") break if(L.status == 0) AddUses(1) qdel(L) else if(L.status == 2 || L.status == 3) AddShards(1) qdel(L) to_chat(user, "You fill [src] with lights from [S].") if(!found_lightbulbs) to_chat(user, "[S] contains no bulbs.") return /obj/item/lightreplacer/emag_act(user as mob) if(!emagged) Emag() /obj/item/lightreplacer/attack_self(mob/user) /* // This would probably be a bit OP. If you want it though, uncomment the code. if(isrobot(user)) var/mob/living/silicon/robot/R = user if(R.emagged) src.Emag() to_chat(usr, "You shortcircuit the [src].") return */ to_chat(usr, "It has [uses] lights remaining.") /obj/item/lightreplacer/update_icon() icon_state = "lightreplacer[emagged]" /obj/item/lightreplacer/proc/Use(var/mob/user) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) AddUses(-1) return 1 // Negative numbers will subtract /obj/item/lightreplacer/proc/AddUses(var/amount = 1) uses = min(max(uses + amount, 0), max_uses) /obj/item/lightreplacer/proc/AddShards(amount = 1) shards += amount var/recycled_lights = round(shards / recycle) if(recycled_lights > 0) AddUses(recycled_lights) shards = shards % recycle return recycled_lights /obj/item/lightreplacer/proc/Charge(var/mob/user) charge += 1 if(charge > 7) AddUses(1) charge = 1 /obj/item/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U) if(target.status != LIGHT_OK) if(CanUse(U)) if(!Use(U)) return to_chat(U, "You replace the [target.fitting] with the [src].") if(target.status != LIGHT_EMPTY) var/obj/item/light/L1 = new target.light_type(target.loc) L1.status = target.status L1.rigged = target.rigged L1.brightness_range = target.brightness_range L1.brightness_power = target.brightness_power L1.brightness_color = target.brightness_color L1.switchcount = target.switchcount target.switchcount = 0 L1.update() target.status = LIGHT_EMPTY target.update() var/obj/item/light/L2 = new target.light_type() target.status = L2.status target.switchcount = L2.switchcount target.rigged = emagged target.brightness_range = L2.brightness_range target.brightness_power = L2.brightness_power target.brightness_color = L2.brightness_color target.on = target.has_power() target.update() qdel(L2) if(target.on && target.rigged) target.explode() return else to_chat(U, failmsg) return else to_chat(U, "There is a working [target.fitting] already inserted.") return /obj/item/lightreplacer/proc/Emag() emagged = !emagged playsound(src.loc, "sparks", 100, 1) if(emagged) name = "Shortcircuited [initial(name)]" else name = initial(name) update_icon() //Can you use it? /obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J) J.put_in_cart(src, user) J.myreplacer = src J.update_icon() /obj/item/lightreplacer/proc/CanUse(var/mob/living/user) src.add_fingerprint(user) //Not sure what else to check for. Maybe if clumsy? if(uses > 0) return 1 else return 0 #undef LIGHT_OK #undef LIGHT_EMPTY #undef LIGHT_BROKEN #undef LIGHT_BURNED