mirror of
https://github.com/PolarisSS13/Polaris.git
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/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
564 lines
14 KiB
Plaintext
564 lines
14 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/on_gs = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 3
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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/obj/machinery/light/spot
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name = "spotlight"
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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brightness = 15
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// the desk lamp
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/obj/machinery/light/lamp
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name = "desk lamp"
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icon_state = "lamp1"
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base_state = "lamp"
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fitting = "bulb"
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brightness = 5
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desc = "A desk lamp"
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light_type = /obj/item/weapon/light/bulb
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var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
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// green-shaded desk lamp
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/obj/machinery/light/lamp/green
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icon_state = "green1"
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base_state = "green"
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desc = "A green-shaded desk lamp"
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(2)
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switch(fitting)
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if("tube")
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if(src.loc && src.loc.loc && isarea(src.loc.loc))
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var/area/A = src.loc.loc
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brightness = A.area_lights_luminosity
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else
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brightness = rand(6,9)
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if(prob(10))
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broken(1)
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if("bulb")
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brightness = 3
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if(prob(25))
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broken(1)
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spawn(1)
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update()
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/obj/machinery/light/Del()
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var/area/A = get_area(src)
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if(A)
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on = 0
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// A.update_lights()
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..()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update()
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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if(!on)
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use_power = 1
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else
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use_power = 2
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var/oldlum = luminosity
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//luminosity = on * brightness
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sd_SetLuminosity(on * brightness) // *DAL*
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// if the state changed, inc the switching counter
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if(oldlum != luminosity)
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switchcount++
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// now check to see if the bulb is burned out
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if(status == LIGHT_OK)
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if(on && rigged)
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explode()
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if( prob( min(60, switchcount*switchcount*0.01) ) )
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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sd_SetLuminosity(0)
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active_power_usage = (luminosity * 20)
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if(on != on_gs)
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on_gs = on
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// var/area/A = get_area(src)
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// if(A)
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// A.update_lights()
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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switch(status)
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if(LIGHT_OK)
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usr << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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usr << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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usr << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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usr << "[desc] The [fitting] has been smashed."
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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user << "There is a [fitting] already inserted."
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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user << "You insert the [L.name]."
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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del(L)
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on = has_power()
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update()
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user.update_clothing()
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if(on && rigged)
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explode()
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else
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user << "This type of light requires a [fitting]."
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return
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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user << "You hit the light, and it smashes!"
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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broken()
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else
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user << "You hit the light!"
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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user << "You stick \the [W] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
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// returns whether this light has power
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = src.loc.loc
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return A.master.lightswitch && A.master.power_light
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// ai attack - do nothing
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/obj/machinery/light/attack_ai(mob/user)
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return
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// Aliens smash the bulb but do not get electrocuted./N
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/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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user << "\green That object is useless to you."
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return
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else if (status == LIGHT_OK||status == LIGHT_BURNED)
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for(var/mob/M in viewers(src))
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M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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broken()
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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user << "There is no [fitting] in this light."
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(on)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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prot = (G.heat_transfer_coefficient < 0.5) // *** TODO: better handling of glove heat protection
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else
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prot = 1
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if(prot > 0 || (user.mutations & COLD_RESISTANCE))
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user << "You remove the light [fitting]"
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else
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user << "You try to remove the light [fitting], but you burn your hand on it!"
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var/datum/organ/external/affecting = H.organs["[user.hand ? "l" : "r" ]_hand"]
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affecting.take_damage( 0, 5 ) // 5 burn damage
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H.updatehealth()
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H.UpdateDamageIcon()
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return // if burned, don't remove the light
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// create a light tube/bulb item and put it in the user's hand
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var/obj/item/weapon/light/L = new light_type()
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L.status = status
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L.rigged = rigged
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L.brightness = src.brightness
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L.loc = usr
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L.layer = 20
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if(user.hand)
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user.l_hand = L
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else
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user.r_hand = L
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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switchcount = 0
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L.update()
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L.add_fingerprint(user)
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status = LIGHT_EMPTY
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update()
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user.update_clothing()
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// break the light and make sparks if was on
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/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
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if(status == LIGHT_EMPTY)
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return
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if(!skip_sound_and_sparks)
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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if(on)
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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status = LIGHT_BROKEN
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update()
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// explosion effect
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// destroy the whole light fixture or just shatter it
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/obj/machinery/light/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(75))
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broken()
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if(3.0)
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if (prob(50))
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broken()
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return
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//blob effect
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/obj/machinery/light/blob_act()
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if(prob(75))
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broken()
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// timed process
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// use power
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#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
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/obj/machinery/light/process()
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return
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// if(on)
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// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
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// called when area power state changes
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/obj/machinery/light/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(A.lightswitch && A.power_light)
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// called when on fire
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/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
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broken()
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// explode the light
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/obj/machinery/light/proc/explode()
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var/turf/T = get_turf(src.loc)
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spawn(0)
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broken() // break it first to give a warning
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sleep(2)
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explosion(T, 0, 1, 2, 2)
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sleep(1)
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del(src)
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// special handling for desk lamps
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// if attack with hand, only "grab" attacks are an attempt to remove bulb
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// otherwise, switch the lamp on/off
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/obj/machinery/light/lamp/attack_hand(mob/user)
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if(user.a_intent == "grab")
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..() // do standard hand attack
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else
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switchon = !switchon
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user << "You switch [switchon ? "on" : "off"] the [name]."
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seton(switchon && powered(LIGHT))
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// called when area power state changes
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// override since lamp does not use area lightswitch
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/obj/machinery/light/lamp/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(switchon && A.power_light)
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// returns whether this lamp has power
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// true if area has power and lamp switch is on
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/obj/machinery/light/lamp/has_power()
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var/area/A = src.loc.loc
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return switchon && A.master.power_light
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// the light item
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// can be tube or bulb subtypes
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// will fit into empty /obj/machinery/light of the corresponding type
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/obj/item/weapon/light
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icon = 'lighting.dmi'
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flags = FPRINT | TABLEPASS
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force = 2
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throwforce = 5
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w_class = 2
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var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/base_state
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var/switchcount = 0 // number of times switched
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m_amt = 60
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var/rigged = 0 // true if rigged to explode
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var/brightness = 2 //how much light it gives off
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/obj/item/weapon/light/tube
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name = "light tube"
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desc = "A replacement light tube."
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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g_amt = 200
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brightness = 8
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large
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name = "large light tube"
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brightness = 15
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/obj/item/weapon/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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g_amt = 100
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brightness = 5
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// update the icon state and description of the light
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/obj/item/weapon/light
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proc/update()
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switch(status)
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if(LIGHT_OK)
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icon_state = base_state
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desc = "A replacement [name]."
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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desc = "A burnt-out [name]."
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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desc = "A broken [name]."
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/obj/item/weapon/light/New()
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..()
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switch(name)
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if("light tube")
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brightness = rand(6,9)
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if("light bulb")
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brightness = rand(4,6)
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update()
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// attack bulb/tube with object
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// if a syringe, can inject plasma to make it explode
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/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
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..()
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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user << "You inject the solution into the [src]."
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if(S.reagents.has_reagent("plasma", 5))
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rigged = 1
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S.reagents.clear_reagents()
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else
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..()
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return
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// called after an attack with a light item
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// shatter light, unless it was an attempt to put it in a light socket
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// now only shatter if the intent was harm
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/obj/item/weapon/light/afterattack(atom/target, mob/user)
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if(istype(target, /obj/machinery/light))
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return
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if(user.a_intent != "hurt")
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return
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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user << "The [name] shatters!"
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status = LIGHT_BROKEN
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force = 5
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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update()
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// a box of replacement light items
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/obj/item/weapon/storage/lightbox
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name = "replacement bulbs"
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icon = 'storage.dmi'
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icon_state = "light"
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item_state = "syringe_kit"
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/obj/item/weapon/storage/lightbox/bulbs/New()
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..()
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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/obj/item/weapon/storage/lightbox/tubes
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name = "replacement tubes"
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icon_state = "lighttube"
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/obj/item/weapon/storage/lightbox/tubes/New()
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..()
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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