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* Adds floor lore * Update code/game/turfs/simulated/floor/fancy_floor.dm Co-authored-by: iramoye <projecteternal1@gmail.com> Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> * changes the test to give the correct result * Update indestructible.dm * Update indestructible.dm --------- Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> Co-authored-by: iramoye <projecteternal1@gmail.com>
159 lines
4.7 KiB
Plaintext
159 lines
4.7 KiB
Plaintext
/turf/simulated/floor/light
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name = "light floor"
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desc = "Highly advanced technology that combines the functions of walking surface and area lighting. What will science think of next?"
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icon_state = "light_off"
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floor_tile = /obj/item/stack/tile/light
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/// Are we on
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var/on = FALSE
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/// Can we modify a colour
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var/can_modify_colour = TRUE
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/// Are we draining power
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var/using_power = FALSE
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/turf/simulated/floor/light/examine(mob/user, infix, suffix)
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. = ..()
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. += SPAN_NOTICE("Use a multitool to change the hue of [src].")
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/turf/simulated/floor/light/Initialize(mapload)
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. = ..()
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update_icon()
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var/area/current_area = get_area(src)
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var/obj/machinery/power/apc/current_apc = current_area.get_apc()
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if(current_apc)
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RegisterSignal(current_area.powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(power_update), override = TRUE)
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toggle_light(TRUE)
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/turf/simulated/floor/light/update_icon_state()
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if(on)
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icon_state = "light_on"
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set_light(5, null, color)
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else
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icon_state = "light_off"
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set_light(0)
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/turf/simulated/floor/light/BeforeChange()
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toggle_light(FALSE)
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..()
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/turf/simulated/floor/light/proc/power_update()
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SIGNAL_HANDLER
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if(power_check() || !on)
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return
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toggle_light(FALSE)
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/turf/simulated/floor/light/proc/power_check()
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var/area/A = get_area(src)
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return A.powernet.has_power(PW_CHANNEL_LIGHTING)
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/turf/simulated/floor/light/attack_hand(mob/user)
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if(!can_modify_colour)
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return
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if(user.a_intent != INTENT_HELP)
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return
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toggle_light(!on)
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/turf/simulated/floor/light/attack_ai(mob/user)
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return attack_hand(user)
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/turf/simulated/floor/light/attack_robot(mob/user)
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return attack_hand(user)
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/turf/simulated/floor/light/multitool_act(mob/user, obj/item/I)
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. = TRUE
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if(!can_modify_colour)
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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var/new_color = tgui_input_color(user, "Select a bulb color", "Select a bulb color", color)
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if(isnull(new_color))
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return
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// Cancel if they walked away
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if(!Adjacent(user, src))
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return
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// Now lets make sure it cant go fully black. Yes I know this is more dense than my skull.
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var/list/hsl = rgb2hsl(hex2num(copytext(new_color, 2, 4)), hex2num(copytext(new_color, 4, 6)), hex2num(copytext(new_color, 6, 8)))
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hsl[3] = max(hsl[3], 0.4)
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var/list/rgb = hsl2rgb(arglist(hsl))
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color = "#[num2hex(rgb[1], 2)][num2hex(rgb[2], 2)][num2hex(rgb[3], 2)]"
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to_chat(user, SPAN_NOTICE("You change [src]'s light bulb color."))
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update_icon()
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/turf/simulated/floor/light/proc/toggle_light(light)
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if(!on && !power_check())
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visible_message(SPAN_DANGER("[src] doesn't react, it seems to be out of power."))
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return
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var/area/A = get_area(src)
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// 0 = OFF
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// 1 = ON
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on = light
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if(!on && using_power)
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A.powernet.adjust_static_power(PW_CHANNEL_LIGHTING, -100)
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using_power = FALSE
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if(on && !using_power)
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using_power = TRUE
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A.powernet.adjust_static_power(PW_CHANNEL_LIGHTING, 100)
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update_icon()
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/turf/simulated/floor/light/extinguish_light(force = FALSE)
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toggle_light(FALSE)
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visible_message(SPAN_DANGER("[src] flickers and falls dark."))
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/turf/simulated/floor/light/clean(floor_only)
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var/color_save = color
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..()
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color = color_save
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/turf/simulated/floor/light/get_broken_states()
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return list("light_off")
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// These tiles change color every now and then
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/turf/simulated/floor/light/disco
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floor_tile = /obj/item/stack/tile/disco_light
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/// Cannot change its color with a multitool
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can_modify_colour = FALSE
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/// The tile can change into these colors
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var/list/available_colors = list("#d41e3c", "#ed7b39", "#fff540", "#77b02a", "#488bd4", "#b0fff1", "#94007a", "#ff417d")
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/// This is our current color, don't pick it again
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var/current_color
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// We pick a random color when we are spawned
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/turf/simulated/floor/light/disco/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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// The animation happens in this proc
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/turf/simulated/floor/light/disco/proc/change_color()
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current_color = pick_excluding(available_colors, current_color)
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animate_fade_to_color_fill(src, current_color, 2)
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// We change colors every now and then
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/turf/simulated/floor/light/disco/process()
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if(on)
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change_color()
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// Admins can toggle its color with advanced admin interaction
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/turf/simulated/floor/light/disco/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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change_color()
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// One is able to restart it, if power runs out. However, it cannot be turned off!
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/turf/simulated/floor/light/disco/attack_hand(mob/user)
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if(!on)
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toggle_light(TRUE)
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/turf/simulated/floor/light/disco/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/turf/simulated/floor/light/lavaland_air
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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