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Paradise/code/modules/power/lights.dm
2024-01-28 13:25:12 +00:00

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// The Lighting System
//
// Consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/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
#define LIGHT_ON_DELAY_LOWER 1 SECONDS
#define LIGHT_ON_DELAY_UPPER 3 SECONDS
#define MAXIMUM_SAFE_BACKUP_CHARGE 600
#define EMERGENCY_LIGHT_POWER_USE 0.5
/**
* # Light fixture frame
*
* Incomplete light tube fixture
*
* Becomes a [Light fixture] when completed
*/
/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 = TRUE
layer = 5
max_integrity = 200
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
var/stage = 1
/// Light bulb type
var/fixture_type = "tube"
/// How many metal sheets get given after deconstruction
var/sheets_refunded = 2
/// Holder for the completed fixture
var/obj/machinery/light/newlight = null
/obj/machinery/light_construct/Initialize(mapload, ndir, building)
. = ..()
if(fixture_type == "bulb")
icon_state = "bulb-construct-stage1"
/obj/machinery/light_construct/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
switch(stage)
if(1)
. += "<span class='notice'>It's an empty frame <b>bolted</b> to the wall. It needs to be <i>wired</i>.</span>"
if(2)
. += "<span class='notice'>The frame is <b>wired</b>, but the casing's cover is <i>unscrewed</i>.</span>"
if(3)
. += "<span class='notice'>The casing is <b>screwed</b> shut.</span>"
/obj/machinery/light_construct/wrench_act(mob/living/user, obj/item/I)
. = TRUE
switch(stage)
if(1)
to_chat(user, "<span class='notice'>You begin to dismantle [src].</span>")
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
new /obj/item/stack/sheet/metal(get_turf(loc), sheets_refunded)
TOOL_DISMANTLE_SUCCESS_MESSAGE
qdel(src)
if(2)
to_chat(user, "<span class='warning'>You have to remove the wires first.</span>")
if(3)
to_chat(user, "<span class='warning'>You have to unscrew the case first.</span>")
/obj/machinery/light_construct/wirecutter_act(mob/living/user, obj/item/I)
if(stage != 2)
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
. = TRUE
stage = 1
switch(fixture_type)
if("tube")
icon_state = "tube-construct-stage1"
if("bulb")
icon_state = "bulb-construct-stage1"
new /obj/item/stack/cable_coil(get_turf(loc), 1, paramcolor = COLOR_RED)
WIRECUTTER_SNIP_MESSAGE
/obj/machinery/light_construct/screwdriver_act(mob/living/user, obj/item/I)
if(stage != 2)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(fixture_type)
if("tube")
icon_state = "tube-empty"
if("bulb")
icon_state = "bulb-empty"
stage = 3
user.visible_message("<span class='notice'>[user] closes [src]'s casing.</span>", \
"<span class='notice'>You close [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
switch(fixture_type)
if("tube")
newlight = new /obj/machinery/light/built(loc)
if("bulb")
newlight = new /obj/machinery/light/small/built(loc)
newlight.setDir(dir)
transfer_fingerprints_to(newlight)
qdel(src)
/obj/machinery/light_construct/attackby(obj/item/W, mob/living/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/cable_coil))
if(stage != 1)
return
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
switch(fixture_type)
if("tube")
icon_state = "tube-construct-stage2"
if("bulb")
icon_state = "bulb-construct-stage2"
stage = 2
playsound(loc, coil.usesound, 50, 1)
user.visible_message("<span class='notice'>[user.name] adds wires to [src].</span>", \
"<span class='notice'>You add wires to [src].</span>", "<span class='notice'>You hear a noise.</span>")
return
return ..()
/obj/machinery/light_construct/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/machinery/light_construct/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc, sheets_refunded)
qdel(src)
/**
* # Small light fixture frame
*
* Incomplete light bulb fixture
*
* Becomes a [Small light fixture] when completed
*/
/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 = TRUE
layer = 5
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
/**
* # Light fixture
*
* The standard light tube 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 = TRUE
layer = 5
max_integrity = 100
power_state = ACTIVE_POWER_USE
idle_power_consumption = 2 //when in low power mode
active_power_consumption = 20 //when in full power mode
power_channel = PW_CHANNEL_LIGHTING //Lights are calc'd via area so they dont need to be in the machine list
/// Is the light on or off?
var/on = FALSE
/// Is the light currently turning on?
var/turning_on = FALSE
/// If the light state has changed since the last 'update()', also update the power requirements
var/light_state = FALSE
/// How much power does it use?
var/static_power_used = 0
/// Light range (Also used in power calculation)
var/brightness_range = 8
/// Light intensity
var/brightness_power = 1
/// Light colour when on
var/brightness_color = "#FFFFFF"
/// Light fixture status (LIGHT_OK | LIGHT_EMPTY | LIGHT_BURNED | LIGHT_BROKEN)
var/status = LIGHT_OK
/// Is the light currently flickering?
var/flickering = FALSE
/// Was this light extinguished with an antag ability? Used to ovveride flicker events
var/extinguished = FALSE
/// Item type of the light bulb
var/light_type = /obj/item/light/tube
/// Type of light bulb that goes into the fixture
var/fitting = "tube"
/// How many times has the light been switched on/off? (This is used to calc the probability the light burns out)
var/switchcount = 0
/// Is the light rigged to explode?
var/rigged = FALSE
/// Materials the light is made of
var/lightmaterials = list(MAT_GLASS = 200)
/// Currently in night shift mode?
var/nightshift_enabled = FALSE
/// Allowed to be switched to night shift mode?
var/nightshift_allowed = TRUE
/// Light range when in night shift mode
var/nightshift_light_range = 8
/// Light intensity when in night shift mode
var/nightshift_light_power = 0.45
/// The colour of the light while it's in night shift mode
var/nightshift_light_color = "#FFDDCC"
/// The colour of the light while it's in emergency mode
var/bulb_emergency_colour = "#FF3232"
var/emergency_mode = FALSE // if true, the light is in emergency mode
var/fire_mode = FALSE // if true, the light swaps over to emergency colour
var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
/**
* # Small light fixture
*
* The smaller light bulb fixture
*/
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness_range = 4
brightness_color = "#a0a080"
nightshift_light_range = 4
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
/obj/machinery/light/spot
name = "spotlight"
light_type = /obj/item/light/tube/large
brightness_range = 12
brightness_power = 4
/obj/machinery/light/built/Initialize(mapload)
status = LIGHT_EMPTY
..()
/obj/machinery/light/small/built/Initialize(mapload)
status = LIGHT_EMPTY
..()
// create a new lighting fixture
/obj/machinery/light/Initialize(mapload)
. = ..()
if(is_station_level(z))
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGE_PLANNED, PROC_REF(on_security_level_change_planned))
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(on_security_level_update))
var/area/A = get_area(src)
if(A && !A.requires_power)
on = TRUE
switch(fitting)
if("tube")
brightness_range = 8
if(prob(2))
break_light_tube(TRUE)
if("bulb")
brightness_range = 4
brightness_color = "#a0a080"
if(prob(5))
break_light_tube(TRUE)
update(FALSE, TRUE, FALSE)
/obj/machinery/light/proc/on_security_level_change_planned(datum/source, previous_level_number, new_level_number)
SIGNAL_HANDLER
if(status != LIGHT_OK)
return
if(new_level_number == SEC_LEVEL_EPSILON)
fire_mode = FALSE
emergency_mode = TRUE
on = FALSE
INVOKE_ASYNC(src, PROC_REF(update), FALSE)
/obj/machinery/light/proc/on_security_level_update(datum/source, previous_level_number, new_level_number)
SIGNAL_HANDLER
if(status != LIGHT_OK)
return
if(new_level_number >= SEC_LEVEL_EPSILON)
fire_mode = TRUE
emergency_mode = TRUE
on = FALSE
else
fire_mode = FALSE
emergency_mode = FALSE
on = TRUE
INVOKE_ASYNC(src, PROC_REF(update), FALSE)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(A)
on = FALSE
return ..()
/obj/machinery/light/update_icon_state()
switch(status) // set icon_states
if(LIGHT_OK)
if(emergency_mode || fire_mode)
icon_state = "[base_state]_emergency"
else
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
on = FALSE
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
on = FALSE
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
on = FALSE
/obj/machinery/light/update_overlays()
. = ..()
underlays.Cut()
if(status != LIGHT_OK || !on || !turning_on)
return
if(nightshift_enabled || emergency_mode || fire_mode || turning_on)
underlays += emissive_appearance(icon, "[base_state]_emergency_lightmask")
else
underlays += emissive_appearance(icon, "[base_state]_lightmask")
/**
* Updates the light's 'on' state and power consumption based on [/obj/machinery/light/var/on].
*
* Arguments:
* * trigger - Should this update check if the light will explode/burn out.
* * instant - Will the lightbulb turn on instantly, or after a short delay.
* * play_sound - Will the lightbulb play a sound when it's turned on.
*/
/obj/machinery/light/proc/update(trigger = TRUE, instant = FALSE, play_sound = TRUE)
var/area/current_area = get_area(src)
UnregisterSignal(current_area.powernet, COMSIG_POWERNET_POWER_CHANGE)
switch(status)
if(LIGHT_BROKEN, LIGHT_BURNED, LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(fire_mode)
set_emergency_lights()
if(on) // Turning on
extinguished = FALSE
if(instant)
_turn_on(trigger, play_sound)
else if(!turning_on)
turning_on = TRUE
addtimer(CALLBACK(src, PROC_REF(_turn_on), trigger, play_sound), rand(LIGHT_ON_DELAY_LOWER, LIGHT_ON_DELAY_UPPER))
else if(!turned_off())
set_emergency_lights()
else // Turning off
change_power_mode(IDLE_POWER_USE)
set_light(0)
update_icon()
active_power_consumption = (brightness_range * 10)
if(on != light_state) // Light was turned on/off, so update the power usage
light_state = on
if(on)
static_power_used = brightness_range * 20 //20W per unit of luminosity
add_static_power(PW_CHANNEL_LIGHTING, static_power_used)
else
remove_static_power(PW_CHANNEL_LIGHTING, static_power_used)
/**
* The actual proc to turn on the lightbulb.
*
* Private proc, do not call directly. Use [/obj/machinery/light/proc/update] instead.
*
* Sets the light power, range, and colour based on environmental conditions such as night shift and fire alarms.
* Also handles light bulbs burning out and exploding if `trigger` is `TRUE`.
*/
/obj/machinery/light/proc/_turn_on(trigger, play_sound = TRUE)
PRIVATE_PROC(TRUE)
if(QDELETED(src))
return
turning_on = FALSE
if(!on)
return
var/BR = brightness_range
var/PO = brightness_power
var/CO = brightness_color
if(color)
CO = color
if(emergency_mode)
CO = bulb_emergency_colour
else if(nightshift_enabled)
BR = nightshift_light_range
PO = nightshift_light_power
if(!color)
CO = nightshift_light_color
if(light && (BR == light.light_range) && (PO == light.light_power) && (CO == light.light_color))
return // Nothing's changed here
switchcount++
if(trigger && (status == LIGHT_OK))
if(rigged)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast].")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast].")
explode()
return
// Whichever number is smallest gets set as the prob
// Each spook adds a 0.5% to 1% chance of burnout
else if(prob(min(40, switchcount / 10)))
burnout()
return
change_power_mode(ACTIVE_POWER_USE)
update_icon()
set_light(BR, PO, CO)
if(play_sound)
playsound(src, 'sound/machines/light_on.ogg', 60, TRUE)
/obj/machinery/light/proc/burnout()
status = LIGHT_BURNED
visible_message("<span class='boldwarning'>[src] burns out!</span>")
do_sparks(2, 1, src)
on = FALSE
set_light(0)
update_icon()
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/seton(S)
on = (S && status == LIGHT_OK)
update()
// examine verb
/obj/machinery/light/examine(mob/user)
. = ..()
if(in_range(user, src))
switch(status)
if(LIGHT_OK)
. += "<span class='notice'>It is turned [on ? "on" : "off"].</span>"
if(LIGHT_EMPTY)
. += "<span class='notice'>The [fitting] has been removed.</span>"
. += "<span class='notice'>The casing can be <b>unscrewed</b>.</span>"
if(LIGHT_BURNED)
. += "<span class='notice'>The [fitting] is burnt out.</span>"
if(LIGHT_BROKEN)
. += "<span class='notice'>The [fitting] has been smashed.</span>"
// 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) // This is an ugly hack and I hate it forever
//Light replacer code
if(istype(W, /obj/item/lightreplacer))
var/obj/item/lightreplacer/LR = W
LR.ReplaceLight(src, user)
return
// Attack with Spray Can! Coloring time.
if(istype(W, /obj/item/toy/crayon/spraycan))
var/obj/item/toy/crayon/spraycan/spraycan = W
// quick check to disable capped spraypainting, aesthetic reasons
if(spraycan.capped)
to_chat(user, "<span class='notice'>You can't spraypaint [src] with the cap still on!</span>")
return
var/list/hsl = rgb2hsl(hex2num(copytext(spraycan.colour, 2, 4)), hex2num(copytext(spraycan.colour, 4, 6)), hex2num(copytext(spraycan.colour, 6, 8)))
hsl[3] = max(hsl[3], 0.4)
var/list/rgb = hsl2rgb(arglist(hsl))
var/new_color = "#[num2hex(rgb[1], 2)][num2hex(rgb[2], 2)][num2hex(rgb[3], 2)]"
color = new_color
to_chat(user, "<span class='notice'>You change [src]'s light bulb color.</span>")
brightness_color = new_color
update(TRUE, TRUE, FALSE)
return
// attempt to insert light
if(istype(W, /obj/item/light))
if(status != LIGHT_EMPTY)
to_chat(user, "<span class='warning'>There is a [fitting] already inserted.</span>")
else
add_fingerprint(user)
var/obj/item/light/L = W
if(istype(L, light_type))
status = L.status
to_chat(user, "<span class='notice'>You insert [L].</span>")
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
lightmaterials = L.materials
on = has_power()
update(TRUE, TRUE, FALSE)
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, "<span class='warning'>This type of light requires a [fitting].</span>")
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
if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
user.do_attack_animation(src)
if(prob(1 + W.force * 5))
user.visible_message("<span class='danger'>[user] smashed the light!</span>", "<span class='danger'>You hit the light, and it smashes!</span>", \
"<span class='danger'>You hear the tinkle of breaking glass.</span>")
if(on && (W.flags & CONDUCT))
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
break_light_tube()
else
user.visible_message("<span class='danger'>[user] hits the light.</span>", "<span class='danger'>You hit the light.</span>", \
"<span class='danger'>You hear someone hitting a light.</span>")
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
return
// attempt to stick weapon into light socket
if(status == LIGHT_EMPTY)
if(has_power() && (W.flags & CONDUCT))
do_sparks(3, 1, src)
if(prob(75)) // If electrocuted
electrocute_mob(user, get_area(src), src, rand(0.7, 1), TRUE)
to_chat(user, "<span class='userdanger'>You are electrocuted by [src]!</span>")
else // If not electrocuted
to_chat(user, "<span class='danger'>You stick [W] into the light socket!</span>")
return
return ..()
/obj/machinery/light/screwdriver_act(mob/living/user, obj/item/I)
if(status != LIGHT_EMPTY)
return
I.play_tool_sound(src)
user.visible_message("<span class='notice'>[user] opens [src]'s casing.</span>", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='notice'>You hear a screwdriver.</span>")
deconstruct()
return TRUE
/obj/machinery/light/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/obj/machinery/light_construct/newlight = null
var/cur_stage = 2
if(!disassembled)
cur_stage = 1
switch(fitting)
if("tube")
newlight = new /obj/machinery/light_construct(loc)
newlight.icon_state = "tube-construct-stage2"
if("bulb")
newlight = new /obj/machinery/light_construct/small(loc)
newlight.icon_state = "bulb-construct-stage2"
newlight.setDir(dir)
newlight.stage = cur_stage
if(!disassembled)
newlight.obj_integrity = newlight.max_integrity * 0.5
if(status != LIGHT_BROKEN)
break_light_tube()
if(status != LIGHT_EMPTY)
drop_light_tube()
new /obj/item/stack/cable_coil(loc, 1, "red")
transfer_fingerprints_to(newlight)
qdel(src)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
..()
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
if(on && (I.flags & CONDUCT))
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(. && !QDELETED(src))
if(prob(damage_amount * 5))
break_light_tube()
/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
switch(status)
if(LIGHT_EMPTY)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE)
if(LIGHT_BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
// returns if the light has power /but/ is manually turned off
// if a light is turned off, it won't activate emergency power
/obj/machinery/light/proc/turned_off()
var/area/machine_area = get_area(src)
return !machine_area.lightswitch && machine_area.powernet.lighting_powered
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/has_power()
var/area/machine_area = get_area(src)
return machine_area.lightswitch && machine_area.powernet.lighting_powered
// attempts to set emergency lights
/obj/machinery/light/proc/set_emergency_lights()
var/area/current_area = get_area(src)
var/obj/machinery/power/apc/current_apc = current_area.get_apc()
if(status != LIGHT_OK || !current_apc || flickering || no_emergency)
emergency_lights_off(current_area, current_apc)
return
if(current_apc.emergency_lights || !current_apc.emergency_power)
emergency_lights_off(current_area, current_apc)
return
if(fire_mode)
set_light(nightshift_light_range, nightshift_light_power, bulb_emergency_colour)
update_icon()
return
emergency_mode = TRUE
set_light(3, 1.7, bulb_emergency_colour)
update_icon()
RegisterSignal(machine_powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(update), override = TRUE)
/obj/machinery/light/proc/emergency_lights_off(area/current_area, obj/machinery/power/apc/current_apc)
set_light(0, 0, 0) //you, sir, are off!
if(current_apc)
RegisterSignal(machine_powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(update), override = TRUE)
/obj/machinery/light/flicker(amount = rand(20, 30))
if(flickering)
return FALSE
if(!on || status != LIGHT_OK || emergency_mode)
return FALSE
flickering = TRUE
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/light, flicker_event), amount)
return TRUE
/**
* Flicker routine for the light.
* Called by invoke_async so the parent proc can return immediately.
*/
/obj/machinery/light/proc/flicker_event(amount)
if(on && status == LIGHT_OK)
for(var/i = 0; i < amount; i++)
if(status != LIGHT_OK || extinguished)
break
on = FALSE
update(FALSE, TRUE, FALSE)
sleep(rand(1, 3))
on = (status == LIGHT_OK)
update(FALSE, TRUE, FALSE)
sleep(rand(1, 10))
on = (status == LIGHT_OK && !extinguished)
update(FALSE, TRUE, FALSE)
flickering = FALSE
// ai attack - toggle emergency lighting
/obj/machinery/light/attack_ai(mob/user)
no_emergency = !no_emergency
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
update(FALSE)
// 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)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(status == LIGHT_EMPTY)
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 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
to_chat(user, "<span class='notice'>You remove the light [fitting]</span>")
else if(HAS_TRAIT(user, TRAIT_TELEKINESIS))
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
else
if(user.a_intent == INTENT_DISARM || user.a_intent == INTENT_GRAB)
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
if(affecting.receive_damage(0, 5)) // 5 burn damage
H.UpdateDamageIcon()
H.updatehealth()
return
else
to_chat(user, "<span class='notice'>You try to remove the light [fitting], but it's too hot to touch!</span>")
return
else
to_chat(user, "<span class='notice'>You remove the light [fitting]</span>")
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
// break the light and make sparks if was on
/obj/machinery/light/proc/drop_light_tube(mob/user)
if(status == LIGHT_EMPTY)
return
var/obj/item/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
L.materials = lightmaterials
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.forceMove(loc)
if(user) //puts it in our active hand
L.add_fingerprint(user)
user.put_in_active_hand(L)
status = LIGHT_EMPTY
update()
return L
/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/light/L = drop_light_tube()
L.attack_tk(user)
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = FALSE, overloaded = FALSE)
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
return
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
if(on || overloaded)
do_sparks(3, 1, src)
status = LIGHT_BROKEN
update()
/obj/machinery/light/proc/fix()
if(status == LIGHT_OK)
return
status = LIGHT_OK
extinguished = FALSE
on = TRUE
update(FALSE, TRUE, FALSE)
/obj/machinery/light/zap_act(power, zap_flags)
var/explosive = zap_flags & ZAP_MACHINE_EXPLOSIVE
zap_flags &= ~(ZAP_MACHINE_EXPLOSIVE | ZAP_OBJ_DAMAGE)
. = ..()
if(explosive)
explosion(src, 0, 0, 0, flame_range = 5, adminlog = FALSE)
qdel(src)
// timed process
// use power
// called when area power state changes
/obj/machinery/light/power_change()
var/area/A = get_area(src)
if(A)
seton(A.lightswitch && A.powernet.lighting_powered)
// 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
break_light_tube()
// explode the light
/obj/machinery/light/proc/explode()
var/turf/T = get_turf(loc)
break_light_tube() // break it first to give a warning
sleep(2)
explosion(T, 0, 0, 2, 2)
qdel(src)
/**
* # Light item
*
* Parent type of light fittings (Light bulbs, light tubes)
*
* Will fit into empty [/obj/machinery/light] of the corresponding type
*/
/obj/item/light
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
blocks_emissive = FALSE
/// Light status (LIGHT_OK | LIGHT_BURNED | LIGHT_BROKEN)
var/status = LIGHT_OK
var/base_state
/// How many times has the light been switched on/off?
var/switchcount = 0
/// Materials the light is made of
materials = list(MAT_GLASS = 200)
/// Is the light rigged to explode?
var/rigged = FALSE
/// Light range
var/brightness_range = 2
/// Light intensity
var/brightness_power = 1
/// Light colour
var/brightness_color = null
/obj/item/light/Initialize(mapload)
. = ..()
AddComponent(/datum/component/caltrop, force)
/obj/item/light/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
if(L.incorporeal_move || L.flying || L.floating)
return
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
if(status == LIGHT_BURNED || status == LIGHT_OK)
shatter()
return ..()
/obj/item/light/decompile_act(obj/item/matter_decompiler/C, mob/user)
C.stored_comms["glass"] += 1
C.stored_comms["metal"] += 1
qdel(src)
return TRUE
/**
* # Light Tube
*
* For use in an empty [/obj/machinery/light]
*/
/obj/item/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
brightness_range = 8
/obj/item/light/tube/large
w_class = WEIGHT_CLASS_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 2
/**
* # Light Bulb
*
* For use in an empty [/obj/machinery/light/small]
*/
/obj/item/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
brightness_range = 5
brightness_color = "#a0a080"
/obj/item/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
brightness_range = 5
// update the icon state and description of the light
/obj/item/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/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/light/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = I
if(!length(S.reagents.reagent_list))
return
if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5))
to_chat(user, "<span class='danger'>You inject the solution into [src], rigging it to explode!</span>")
log_admin("LOG: [key_name(user)] injected a light with plasma, rigging it to explode.")
message_admins("LOG: [key_name_admin(user)] injected a light with plasma, rigging it to explode.")
rigged = TRUE
S.reagents.clear_reagents()
else // If it has a reagent, but it's not plasma
to_chat(user, "<span class='warning'>You fail to rig [src] with the solution.</span>")
else // If it's not a syringe
return ..()
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
..()
shatter()
/obj/item/light/attack_obj(obj/O, mob/living/user, params)
..()
shatter()
/obj/item/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
visible_message("<span class='warning'>[src] shatters.</span>", "<span class='warning'>You hear a small glass object shatter.</span>")
status = LIGHT_BROKEN
force = 5
sharp = TRUE
playsound(loc, 'sound/effects/glasshit.ogg', 75, 1)
update()
/obj/item/light/suicide_act(mob/living/carbon/human/user)
user.visible_message("<span class=suicide>[user] touches [src], burning [user.p_their()] hands off!</span>", "<span class=suicide>You touch [src], burning your hands off!</span>")
for(var/oname in list("l_hand", "r_hand"))
var/obj/item/organ/external/limb = user.get_organ(oname)
if(limb)
limb.droplimb(0, DROPLIMB_BURN)
return FIRELOSS
/obj/machinery/light/extinguish_light(force = FALSE)
on = FALSE
extinguished = TRUE
emergency_mode = FALSE
no_emergency = TRUE
addtimer(CALLBACK(src, PROC_REF(enable_emergency_lighting)), 5 MINUTES, TIMER_UNIQUE|TIMER_OVERRIDE)
visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
update(FALSE)
/obj/machinery/light/proc/enable_emergency_lighting()
visible_message("<span class='notice'>[src]'s emergency lighting flickers back to life.</span>")
extinguished = FALSE
no_emergency = FALSE
update(FALSE)
#undef MAXIMUM_SAFE_BACKUP_CHARGE
#undef EMERGENCY_LIGHT_POWER_USE
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
#undef LIGHT_ON_DELAY_LOWER
#undef LIGHT_ON_DELAY_UPPER