Files
f994362515 Adds Floor Lore (#32128)
* 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>
2026-07-01 23:14:53 +00:00

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