Cleaned up lighting.dm and boosted tube light a little.

This commit is contained in:
Albert Iordache
2012-06-20 23:39:24 +03:00
parent 2b9f6db9ce
commit c3a65e0afc

View File

@@ -1,31 +1,40 @@
// The lighting system
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
// Consists of:
// - light fixtures (/obj/machinery/light)
// - light tube/bulb items (/obj/item/weapon/light)
// status values shared between lighting fixtures and items
// Status values shared between lighting fixtures and items
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
// the standard tube light fixture
#define TUBE_BRIGHT_MIN 6
#define TUBE_BRIGHT_MAX 8
#define BULB_BRIGHT_MIN 4
#define BULB_BRIGHT_MAX 5
#define LARGETUBE_BRIGHT 15
// The standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = '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
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/base_state = "tube" // base description and icon_state
var/on = 0 // 1 if on, 0 if off
var/on_gs = 0
var/brightness = 8 // luminosity when on, also used in power calculation
// var/on_gs = 0
var/brightness // luminosity when on, also used in power calculation
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/light_type = /obj/item/weapon/light/tube // the type of light item
@@ -35,19 +44,15 @@
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 = 3
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
/obj/machinery/light/small/spot
brightness = 5
/obj/machinery/light/spot
name = "spotlight"
fitting = "large tube"
@@ -60,7 +65,6 @@
icon_state = "lamp1"
base_state = "lamp"
fitting = "bulb"
brightness = 7
desc = "A desk lamp"
light_type = /obj/item/weapon/light/bulb
var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
@@ -83,11 +87,11 @@
var/area/A = src.loc.loc
brightness = A.area_lights_luminosity
else
brightness = rand(6,7)
brightness = rand(TUBE_BRIGHT_MIN, TUBE_BRIGHT_MAX)
if(prob(5))
broken(1)
if("bulb")
brightness = rand(4,5)
brightness = rand(BULB_BRIGHT_MIN, BULB_BRIGHT_MAX)
if(prob(15))
broken(1)
spawn(1)
@@ -139,8 +143,8 @@
on = 0
ul_SetLuminosity(0)
active_power_usage = (luminosity * 20)
if(on != on_gs)
on_gs = on
// if(on != on_gs)
// on_gs = on
// var/area/A = get_area(src)
// if(A)
// A.update_lights()
@@ -169,7 +173,6 @@
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/attackby(obj/item/W, mob/user)
// attempt to insert light
@@ -459,46 +462,21 @@
w_class = 1
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
var/switchcount = 0 // Number of times switched
m_amt = 60
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
var/rigged = 0 // True if rigged to explode
var/brightness // How much light it gives off
var/repair_state = 0
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
g_amt = 200
brightness = 8
New()
..()
switch(name)
if("light tube")
brightness = rand(TUBE_BRIGHT_MIN,TUBE_BRIGHT_MAX)
if("light bulb")
brightness = rand(BULB_BRIGHT_MIN,BULB_BRIGHT_MAX)
update()
large
w_class = 2
name = "large light tube"
brightness = 15
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
g_amt = 100
brightness = 5
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
g_amt = 100
brightness = 5
// update the icon state and description of the light
/obj/item/weapon/light
proc/update()
switch(status)
if(LIGHT_OK)
@@ -517,15 +495,34 @@
else if(repair_state == 2)
desc += " It has had new wires put in."
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
g_amt = 200
/obj/item/weapon/light/New()
..()
switch(name)
if("light tube")
brightness = rand(6,9)
if("light bulb")
brightness = rand(4,6)
update()
/obj/item/weapon/light/tube/large
name = "large light tube"
w_class = 2
brightness = LARGETUBE_BRIGHT
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
g_amt = 100
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
brightness = BULB_BRIGHT_MAX
// attack bulb/tube with object
@@ -540,7 +537,6 @@
user << "You inject the solution into the [src]."
if(S.reagents.has_reagent("plasma", 5))
log_attack("<font color='red'>[user.name] ([user.ckey]) injected a light with plasma.</font>")
log_admin("ATTACK: [user] ([user.ckey]) injected a light with plasma.")
message_admins("ATTACK: [user] ([user.ckey]) injected a light with plasma.")
@@ -549,6 +545,7 @@
S.reagents.clear_reagents()
return
if(status != 0)
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
user << "You put some new wiring into the [src]."
@@ -556,6 +553,7 @@
repair_state = 1
update()
return
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
user << "You attach the new wiring."
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
@@ -566,6 +564,7 @@
repair_state = 2
update()
return
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
user << "You repair the glass of the [src]." //this is worded terribly
I:use(1)
@@ -581,9 +580,7 @@
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
// shatter light if intent is harm, unless it was an attempt to put it in a light socket
/obj/item/weapon/light/afterattack(atom/target, mob/user)
if(istype(target, /obj/machinery/light))
return
@@ -600,7 +597,6 @@
// a box of replacement light items
/obj/item/weapon/storage/lightbox
name = "replacement bulbs"
icon = 'storage.dmi'
@@ -637,6 +633,8 @@
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
/obj/structure/light_frame
name = "Light Fixture Frame"
icon = 'lighting.dmi'
@@ -666,6 +664,7 @@
usr << "\blue You secure the light fixture."
anchored = 1
name = "Secured Light Fixture Frame"
else if(istype(W, /obj/item/weapon/wrench) && anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
@@ -675,6 +674,7 @@
usr << "\blue You unsecure the light fixture."
anchored = 0
name = "Light Fixture Frame"
else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
var/turf/T = get_turf(user)
user.visible_message("[user] wires the light fixture.", "You start to wire the light fixture.")
@@ -688,11 +688,13 @@
L.status = LIGHT_EMPTY
L.update()
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
usr << "\blue You take apart the light fixture."
new /obj/item/stack/sheet/metal(loc)
del(src)
else
..()