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Light Replacer QOL
Tweaks light replacers to allow automatic replacing of broken bulbs in a light fixture. Also lets you shove bulbs into said objects. Ported from Yogastation with code used from https://github.com/CHOMPstation/CHOMPstation/pull/517. If there's a better way to code this, do tell me. It works, however. Changelog notes: - Light replacer now uses broken lights instead of dropping them - Every 4 broken lights switched refills the light replacer with 1 new bulb - You can now also use a box of lights on the light replacer to refill it (the old method of using the light replacer on the box still works)
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@@ -54,6 +54,11 @@
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var/failmsg = ""
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var/charge = 0
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// Eating used bulbs gives us bulb shards
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var/bulb_shards = 0
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// when we get this many shards, we get a free bulb.
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var/shards_required = 4
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/obj/item/device/lightreplacer/New()
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failmsg = "The [name]'s refill light blinks red."
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..()
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@@ -76,18 +81,55 @@
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to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights.</span>")
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if(istype(W, /obj/item/weapon/light))
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var/new_bulbs = 0
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var/obj/item/weapon/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.unEquip(W))
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return
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add_uses(1)
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to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.")
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user.drop_item()
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qdel(L)
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return
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else
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to_chat(user, "You need a working light.")
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if(!user.unEquip(W))
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return
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new_bulbs += AddShards(1)
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qdel(L)
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if(new_bulbs != 0)
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.")
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return
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if(istype(W, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I,/obj/item/weapon/light))
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var/obj/item/weapon/light/L = I
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found_lightbulbs = TRUE
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if(src.uses >= max_uses)
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break
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if(L.status == LIGHT_OK)
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replaced_something = TRUE
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add_uses(1)
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qdel(L)
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else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
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replaced_something = TRUE
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AddShards(1)
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qdel(L)
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if(!found_lightbulbs)
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to_chat(user, "<span class='warning'>\The [S] contains no bulbs.</span>")
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return
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if(!replaced_something && src.uses == max_uses)
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to_chat(user, "<span class='warning'>\The [src] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You fill \the [src] with lights from \the [S].</span>")
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/obj/item/device/lightreplacer/attack_self(mob/user)
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/* // This would probably be a bit OP. If you want it though, uncomment the code.
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if(isrobot(user))
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@@ -113,6 +155,15 @@
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/obj/item/device/lightreplacer/proc/add_uses(var/amount = 1)
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uses = min(max(uses + amount, 0), max_uses)
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/obj/item/device/lightreplacer/proc/AddShards(amount = 1)
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bulb_shards += amount
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var/new_bulbs = round(bulb_shards / shards_required)
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if(new_bulbs > 0)
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add_uses(new_bulbs)
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bulb_shards = bulb_shards % shards_required
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return new_bulbs
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/obj/item/device/lightreplacer/proc/Charge(var/mob/user, var/amount = 1)
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charge += amount
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if(charge > 6)
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@@ -121,18 +172,41 @@
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/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
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if(target.status == LIGHT_OK)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U)) return
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to_chat(U, "<span class='notice'>You replace the [target.get_fitting_name()] with the [src].</span>")
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if(target.status != LIGHT_EMPTY)
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var/new_bulbs = AddShards(1)
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if(new_bulbs != 0)
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to_chat(U, "<span class='notice'>\The [src] has fabricated a new bulb from the broken bulbs it has stored. It now has [uses] uses.</span>")
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/weapon/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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target.rigged = emagged
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target.brightness_range = L2.brightness_range
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target.brightness_power = L2.brightness_power
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target.brightness_color = L2.brightness_color
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target.on = target.has_power()
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target.update()
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qdel(L2)
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if(target.on && target.rigged)
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target.explode()
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return
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else
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to_chat(U, failmsg)
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return
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else
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to_chat(U, "There is a working [target.get_fitting_name()] already inserted.")
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else if(!CanUse(U))
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to_chat(U, failmsg)
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else if(Use(U))
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to_chat(U, "<span class='notice'>You replace the [target.get_fitting_name()] with the [src].</span>")
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if(target.status != LIGHT_EMPTY)
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target.remove_bulb()
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var/obj/item/weapon/light/L = new target.light_type()
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target.insert_bulb(L)
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return
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/obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
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emagged = !emagged
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@@ -153,4 +227,4 @@
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED
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#undef LIGHT_BURNED
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