/obj/structure/floodlight_frame name = "floodlight frame" desc = "A bare metal frame looking vaguely like a floodlight. Requires wrenching down." max_integrity = 100 icon = 'icons/obj/lighting.dmi' icon_state = "floodlight_c1" density = TRUE var/state = FLOODLIGHT_NEEDS_WRENCHING /obj/structure/floodlight_frame/attackby(obj/item/O, mob/user, params) if(istype(O, /obj/item/wrench) && (state == FLOODLIGHT_NEEDS_WRENCHING)) to_chat(user, "You secure [src].") anchored = TRUE state = FLOODLIGHT_NEEDS_WIRES desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring." else if(istype(O, /obj/item/stack/cable_coil) && (state == FLOODLIGHT_NEEDS_WIRES)) var/obj/item/stack/S = O if(S.use(5)) to_chat(user, "You wire [src].") name = "wired [name]" desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver." icon_state = "floodlight_c2" state = FLOODLIGHT_NEEDS_SECURING else if(istype(O, /obj/item/light/tube) && (state == FLOODLIGHT_NEEDS_LIGHTS)) if(user.transferItemToLoc(O)) to_chat(user, "You put lights in [src].") new /obj/machinery/power/floodlight(src.loc) qdel(src) else if(istype(O, /obj/item/screwdriver) && (state == FLOODLIGHT_NEEDS_SECURING)) to_chat(user, "You fasten the wiring and electronics in [src].") name = "secured [name]" desc = "A bare metal frame that looks like a floodlight. Requires light tubes." icon_state = "floodlight_c3" state = FLOODLIGHT_NEEDS_LIGHTS else ..() /obj/machinery/power/floodlight name = "floodlight" desc = "A pole with powerful mounted lights on it. Due to its high power draw, it must be powered by a direct connection to a wire node." icon = 'icons/obj/lighting.dmi' icon_state = "floodlight" density = TRUE max_integrity = 100 integrity_failure = 80 idle_power_usage = 100 active_power_usage = 1000 var/list/light_setting_list = list(0, 5, 10, 15) var/light_power_coefficient = 300 var/setting = 1 light_power = 1.75 /obj/machinery/power/floodlight/process() if(avail(active_power_usage)) add_load(active_power_usage) else change_setting(1) /obj/machinery/power/floodlight/proc/change_setting(val, mob/user) if((val < 1) || (val > light_setting_list.len)) return active_power_usage = light_setting_list[val] if(!avail(active_power_usage)) return change_setting(val - 1) setting = val set_light(light_setting_list[val]) var/setting_text = "" if(val > 1) icon_state = "[initial(icon_state)]_on" else icon_state = initial(icon_state) switch(val) if(1) setting_text = "OFF" if(2) setting_text = "low power" if(3) setting_text = "standard lighting" if(4) setting_text = "high power" if(user) to_chat(user, "You set [src] to [setting_text].") /obj/machinery/power/floodlight/attackby(obj/item/O, mob/user, params) if(istype(O, /obj/item/wrench)) default_unfasten_wrench(user, O, time = 20) change_setting(1) if(anchored) connect_to_network() else disconnect_from_network() else . = ..() /obj/machinery/power/floodlight/attack_hand(mob/user) . = ..() if(.) return var/current = setting if(current == 1) current = light_setting_list.len else current-- change_setting(current, user) ..() /obj/machinery/power/floodlight/obj_break(damage_flag) if(!(flags_1 & NODECONSTRUCT_1)) playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1) var/obj/structure/floodlight_frame/F = new(loc) F.state = FLOODLIGHT_NEEDS_LIGHTS new /obj/item/light/tube/broken(loc) qdel(src) /obj/machinery/power/floodlight/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) playsound(src, 'sound/effects/glasshit.ogg', 75, 1)