Files
Paradise/code/modules/power/lighting.dm
Tigercat2000 954796fec2 Makes the "lightbulbs don't burn you" thing less awful
you can now remove lightbulbs regardless of intent if you are able to
remove them, if you're on disarm or grab you'll burn yourself if you
aren't able to, if you're on help or harm you'll get a message of "too hot
to touch!"
2016-05-05 15:36:11 -07:00

710 lines
20 KiB
Plaintext

// The lighting system
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/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
/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
layer = 5
var/stage = 1
var/fixture_type = "tube"
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
/obj/machinery/light_construct/New()
..()
if (fixture_type == "bulb")
icon_state = "bulb-construct-stage1"
/obj/machinery/light_construct/examine(mob/user)
if(..(user, 2))
switch(src.stage)
if(1)
to_chat(usr, "It's an empty frame.")
if(2)
to_chat(usr, "It's wired.")
if(3)
to_chat(usr, "The casing is closed.")
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/living/user as mob, params)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/wrench))
if (src.stage == 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
to_chat(usr, "You begin deconstructing [src].")
if (!do_after(usr, 30, target = src))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
"You deconstruct [src].", "You hear a noise.")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
qdel(src)
if (src.stage == 2)
to_chat(usr, "You have to remove the wires first.")
return
if (src.stage == 3)
to_chat(usr, "You have to unscrew the case first.")
return
if(istype(W, /obj/item/weapon/wirecutters))
if (src.stage != 2) return
src.stage = 1
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage1"
if("bulb")
src.icon_state = "bulb-construct-stage1"
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"You remove the wiring from [src].", "You hear a noise.")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
return
if(istype(W, /obj/item/stack/cable_coil))
if (src.stage != 1) return
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage2"
if("bulb")
src.icon_state = "bulb-construct-stage2"
src.stage = 2
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(istype(W, /obj/item/weapon/screwdriver))
if (src.stage == 2)
switch(fixture_type)
if ("tube")
src.icon_state = "tube-empty"
if("bulb")
src.icon_state = "bulb-empty"
src.stage = 3
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
switch(fixture_type)
if("tube")
newlight = new /obj/machinery/light/built(src.loc)
if ("bulb")
newlight = new /obj/machinery/light/small/built(src.loc)
newlight.dir = src.dir
src.transfer_fingerprints_to(newlight)
qdel(src)
return
..()
/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
layer = 5
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
// the standard tube light 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 = 1
layer = 5 // They were appearing under mobs which is a little weird - Ostaf
use_power = 2
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 = 0 // 1 if on, 0 if off
var/on_gs = 0
var/static_power_used = 0
var/brightness_range = 8 // luminosity when on, also used in power calculation
var/brightness_power = 3
var/brightness_color = null
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
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
var/rigged = 0 // true if rigged to explode
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness_range = 4
brightness_power = 2
brightness_color = "#a0a080"
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
/obj/machinery/light/spot
name = "spotlight"
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
brightness_range = 12
brightness_power = 4
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
update(0)
..()
/obj/machinery/light/small/built/New()
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
switch(fitting)
if("tube")
brightness_range = 8
brightness_power = 3
if(prob(2))
broken(1)
if("bulb")
brightness_range = 4
brightness_power = 2
brightness_color = "#a0a080"
if(prob(5))
broken(1)
spawn(1)
update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(A)
on = 0
// A.update_lights()
return ..()
/obj/machinery/light/update_icon()
switch(status) // set icon_states
if(LIGHT_OK)
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
on = 0
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
on = 0
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
on = 0
return
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
if(on)
if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
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) ) )
if(status == LIGHT_OK && trigger)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
set_light(0)
else
use_power = 2
set_light(brightness_range, brightness_power, brightness_color)
else
use_power = 1
set_light(0)
active_power_usage = (brightness_range * 10)
if(on != on_gs)
on_gs = 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)
// 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)
update()
// examine verb
/obj/machinery/light/examine(mob/user)
if(..(user, 1))
switch(status)
if(LIGHT_OK)
to_chat(user, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
to_chat(user, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
to_chat(user, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
to_chat(user, "[desc] 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) //does not call parent requires manual definition
//Light replacer code
if(istype(W, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LR = W
if(isliving(user))
var/mob/living/U = user
LR.ReplaceLight(src, U)
return
// attempt to insert light
if(istype(W, /obj/item/weapon/light))
if(status != LIGHT_EMPTY)
to_chat(user, "There is a [fitting] already inserted.")
return
else
src.add_fingerprint(user)
var/obj/item/weapon/light/L = W
if(istype(L, light_type))
status = L.status
to_chat(user, "You insert the [L.name].")
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
on = has_power()
update()
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
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
user.do_attack_animation(src)
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)
if(on && (W.flags & CONDUCT))
if (prob(12))
electrocute_mob(user, get_area(src), src, 0.3)
broken()
else
user.visible_message("<span class='danger'>[user.name] hits the light.</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
var/obj/machinery/light_construct/newlight = null
switch(fitting)
if("tube")
newlight = new /obj/machinery/light_construct(src.loc)
newlight.icon_state = "tube-construct-stage2"
if("bulb")
newlight = new /obj/machinery/light_construct/small(src.loc)
newlight.icon_state = "bulb-construct-stage2"
newlight.dir = src.dir
newlight.stage = 2
newlight.fingerprints = src.fingerprints
newlight.fingerprintshidden = src.fingerprintshidden
newlight.fingerprintslast = src.fingerprintslast
qdel(src)
return
to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && (W.flags & CONDUCT))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if (prob(75))
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/A = src.loc.loc
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
// ai attack - make lights flicker, because why not
/obj/machinery/light/attack_ai(mob/user)
src.flicker(1)
return
// Aliens smash the bulb but do not get electrocuted./N
/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
to_chat(user, "\green That object is useless to you.")
return
else if (status == LIGHT_OK||status == LIGHT_BURNED)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user.name] smashed the light!</span>", "You hear a tinkle of breaking glass")
broken()
return
/obj/machinery/light/attack_animal(mob/living/simple_animal/M)
if(M.melee_damage_upper == 0) return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
to_chat(M, "\red That object is useless to you.")
return
else if (status == LIGHT_OK||status == LIGHT_BURNED)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashed the light!</span>", "You hear a tinkle of breaking glass")
broken()
return
// 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)
add_fingerprint(user)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [fitting] in this light.")
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 || (RESIST_HEAT in user.mutations))
to_chat(user, "You remove the light [fitting]")
else if(TK in user.mutations)
to_chat(user, "You telekinetically remove the light [fitting].")
else
if(user.a_intent == I_DISARM || user.a_intent == I_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.take_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
var/obj/item/weapon/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
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
user.put_in_active_hand(L) //puts it in our active hand
status = LIGHT_EMPTY
update()
// break the light and make sparks if was on
/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/weapon/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
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
L.loc = loc
status = LIGHT_EMPTY
update()
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
if(status == LIGHT_EMPTY)
return
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(on)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
status = LIGHT_BROKEN
update()
/obj/machinery/light/proc/fix()
if(status == LIGHT_OK)
return
status = LIGHT_OK
on = 1
update()
// explosion effect
// destroy the whole light fixture or just shatter it
/obj/machinery/light/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
broken()
if(3.0)
broken()
return
//blob effect
/obj/machinery/light/blob_act()
if(prob(75))
broken()
// timed process
// use power
// called when area power state changes
/obj/machinery/light/power_change()
var/area/A = get_area_master(src)
if(A) seton(A.lightswitch && A.power_light)
// 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
broken()
// explode the light
/obj/machinery/light/proc/explode()
var/turf/T = get_turf(src.loc)
spawn(0)
broken() // break it first to give a warning
sleep(2)
explosion(T, 0, 0, 2, 2)
sleep(1)
qdel(src)
// the light item
// can be tube or bulb subtypes
// will fit into empty /obj/machinery/light of the corresponding type
/obj/item/weapon/light
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = 1
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
materials = list(MAT_METAL=60)
var/rigged = 0 // true if rigged to explode
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1
var/brightness_color = null
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
materials = list(MAT_GLASS=100)
brightness_range = 8
brightness_power = 3
/obj/item/weapon/light/tube/large
w_class = 2
name = "large light tube"
brightness_range = 15
brightness_power = 4
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
materials = list(MAT_GLASS=100)
brightness_range = 5
brightness_power = 2
brightness_color = "#a0a080"
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
materials = list(MAT_GLASS=100)
brightness_range = 5
brightness_power = 2
// update the icon state and description of the light
/obj/item/weapon/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/weapon/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/weapon/light/attackby(var/obj/item/I, var/mob/user, params)
..()
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
to_chat(user, "You inject the solution into the [src].")
if(S.reagents.has_reagent("plasma", 5))
log_admin("LOG: [user.name] ([user.ckey]) injected a light with plasma, rigging it to explode.")
message_admins("LOG: [user.name] ([user.ckey]) injected a light with plasma, rigging it to explode.")
rigged = 1
S.reagents.clear_reagents()
else
..()
return
// called after an attack with a light item
// shatter light, unless it was an attempt to put it in a light socket
// now only shatter if the intent was harm
/obj/item/weapon/light/afterattack(atom/target, mob/user, proximity)
if(!proximity) return
if(istype(target, /obj/machinery/light))
return
if(user.a_intent != I_HARM)
return
shatter()
/obj/item/weapon/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
src.visible_message("\red [name] shatters.","\red You hear a small glass object shatter.")
status = LIGHT_BROKEN
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
update()