mirror of
https://github.com/PolarisSS13/Polaris.git
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209 lines
6.4 KiB
Plaintext
209 lines
6.4 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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item_state = "flashlight"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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/obj/item/device/flashlight/initialize()
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..()
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update_icon()
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/obj/item/device/flashlight/update_icon()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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set_light(brightness_on)
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else
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icon_state = "[initial(icon_state)]"
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set_light(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
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return 0
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on = !on
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update_icon()
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user.update_action_buttons()
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return 1
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/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == "eyes")
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if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(H))
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for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses))
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if(istype(C) && (C.body_parts_covered & EYES))
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user << "<span class='warning'>You're going to need to remove [C.name] first.</span>"
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return
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var/obj/item/organ/vision
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if(H.species.vision_organ)
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vision = H.internal_organs_by_name[H.species.vision_organ]
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if(!vision)
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user << "<span class='warning'>You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!</span>"
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user.visible_message("<span class='notice'>\The [user] directs [src] to [M]'s eyes.</span>", \
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"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
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if(H == user) //can't look into your own eyes buster
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if(M.stat == DEAD || M.blinded) //mob is dead or fully blind
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user << "<span class='warning'>\The [M]'s pupils do not react to the light!</span>"
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return
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if(XRAY in M.mutations)
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user << "<span class='notice'>\The [M] pupils give an eerie glow!</span>"
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if(vision.is_bruised())
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user << "<span class='warning'>There's visible damage to [M]'s [vision.name]!</span>"
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else if(M.eye_blurry)
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user << "<span class='notice'>\The [M]'s pupils react slower than normally.</span>"
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if(M.getBrainLoss() > 15)
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user << "<span class='notice'>There's visible lag between left and right pupils' reactions.</span>"
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var/list/pinpoint = list("oxycodone"=1,"tramadol"=5)
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var/list/dilating = list("space_drugs"=5,"mindbreaker"=1)
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if(M.reagents.has_any_reagent(pinpoint) || H.ingested.has_any_reagent(pinpoint))
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user << "<span class='notice'>\The [M]'s pupils are already pinpoint and cannot narrow any more.</span>"
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else if(M.reagents.has_any_reagent(dilating) || H.ingested.has_any_reagent(dilating))
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user << "<span class='notice'>\The [M]'s pupils narrow slightly, but are still very dilated.</span>"
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else
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user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
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flick("flash", M.flash)
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else
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return ..()
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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slot_flags = SLOT_EARS
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brightness_on = 2
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w_class = 1
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/obj/item/device/flashlight/drone
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name = "low-power flashlight"
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desc = "A miniature lamp, that might be used by small robots."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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brightness_on = 2
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w_class = 1
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// the desk lamps are a bit special
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/obj/item/device/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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item_state = "lamp"
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brightness_on = 5
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w_class = 4
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flags = CONDUCT
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on = 1
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// green-shaded desk lamp
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/obj/item/device/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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item_state = "lampgreen"
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brightness_on = 5
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light_color = "#FFC58F"
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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// FLARES
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/obj/item/device/flashlight/flare
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name = "flare"
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desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
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w_class = 2.0
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brightness_on = 8 // Pretty bright.
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light_power = 3
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light_color = "#e58775"
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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var/fuel = 0
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var/on_damage = 7
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var/produce_heat = 1500
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/obj/item/device/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/device/flashlight/flare/process()
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var/turf/pos = get_turf(src)
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if(pos)
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pos.hotspot_expose(produce_heat, 5)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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processing_objects -= src
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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src.force = initial(src.force)
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src.damtype = initial(src.damtype)
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update_icon()
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/obj/item/device/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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user << "<span class='notice'>It's out of fuel.</span>"
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return
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if(on)
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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processing_objects += src
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/obj/item/device/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "A glowing ball of what appears to be amber."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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w_class = 1
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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/obj/item/device/flashlight/slime/New()
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..()
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set_light(brightness_on)
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/obj/item/device/flashlight/slime/update_icon()
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return
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/obj/item/device/flashlight/slime/attack_self(mob/user)
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return //Bio-luminescence does not toggle.
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