Files
Paradise/code/game/machinery/lightswitch.dm
T
Ryan 7c3cd86f14 APC & Machinery Refactor + Local Powernets (#19991)
* local powernet and machine power refactor

* some fixes

* more tweaks + powerchange() refactor

* fixes var edited apcs on meatpackers.dmm

* fixes issue with power channels

* Reviews

* delta fix

* Update code/game/machinery/portable_turret.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* removed area power change proc

* damn morgues

* requested changes

* request changes

* deconfliction

* mapping fixes

* some fixes from TM

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2023-01-30 22:28:10 +00:00

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// the light switch
// can have multiple per area
/obj/machinery/light_switch
name = "light switch"
desc = "It turns lights on and off. What are you, simple?"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
anchored = TRUE
power_channel = PW_CHANNEL_LIGHTING
/obj/machinery/light_switch/Initialize(mapload, build_dir)
. = ..()
name = "light switch" // Needed to remove the "(dir) bump" naming
switch(build_dir)
if(NORTH)
pixel_y = 25
dir = NORTH
if(SOUTH)
pixel_y = -25
dir = SOUTH
if(EAST)
pixel_x = 25
dir = EAST
if(WEST)
pixel_x = -25
dir = WEST
update_icon(UPDATE_ICON_STATE)
/obj/machinery/light_switch/update_icon_state()
if(stat & NOPOWER)
icon_state = "light-p"
return
icon_state = "light[get_area(src).lightswitch]"
/obj/machinery/light_switch/update_overlays()
. = ..()
underlays.Cut()
if(stat & NOPOWER)
return
underlays += emissive_appearance(icon, "light_lightmask")
/obj/machinery/light_switch/examine(mob/user)
. = ..()
. += "A light switch. It is [get_area(src).lightswitch ? "on" : "off"]."
/obj/machinery/light_switch/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
return attack_hand(user)
/obj/machinery/light_switch/attack_hand(mob/user)
playsound(src, 'sound/machines/lightswitch.ogg', 10, TRUE)
update_icon(UPDATE_ICON_STATE)
var/area/A = get_area(src)
A.lightswitch = !A.lightswitch
A.update_icon(UPDATE_ICON_STATE)
for(var/obj/machinery/light_switch/L in A)
L.update_icon(UPDATE_ICON_STATE)
machine_powernet.power_change()
/obj/machinery/light_switch/power_change()
if(!..())
return
if(stat & NOPOWER)
set_light(0)
else
set_light(1, LIGHTING_MINIMUM_POWER)
update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
/obj/machinery/light_switch/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
..(severity)
return
power_change()
..(severity)
/obj/machinery/light_switch/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message("<span class='notice'>[user] starts unwrenching [src] from the wall...</span>", "<span class='notice'>You are unwrenching [src] from the wall...</span>", "<span class='warning'>You hear ratcheting.</span>")
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
WRENCH_UNANCHOR_WALL_MESSAGE
new/obj/item/mounted/frame/light_switch(get_turf(src))
qdel(src)