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S.P.L.U.R.T-Station-13/code/game/turfs/simulated/floor/light_floor.dm
Poojawa 6674f9fc15 Tg 2 11 sync (#215)
* first series of updates

* datums

* games folder

* admin and atmosia stuffs

* moar

* mob updates borg riding

* sprites and stuff

* fixes for various things

* oops. some missed fixes
2017-02-12 03:56:14 -06:00

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/turf/open/floor/light
name = "light floor"
desc = "A wired glass tile embedded into the floor."
luminosity = 5
icon_state = "light_on"
floor_tile = /obj/item/stack/tile/light
broken_states = list("light_broken")
var/on = 1
var/state = 0//0 = fine, 1 = flickering, 2 = breaking, 3 = broken
var/list/coloredlights = list("g", "r", "y", "b", "p", "w", "s","o","g")
var/currentcolor = 1
var/can_modify_colour = TRUE
/turf/open/floor/light/Initialize()
..()
update_icon()
/turf/open/floor/light/update_icon()
..()
if(on)
switch(state)
if(0)
icon_state = "light_on-[coloredlights[currentcolor]]"
SetLuminosity(1)
if(1)
var/num = pick("1","2","3","4")
icon_state = "light_on_flicker[num]"
SetLuminosity(1)
if(2)
icon_state = "light_on_broken"
SetLuminosity(1)
if(3)
icon_state = "light_off"
SetLuminosity(0)
else
SetLuminosity(0)
icon_state = "light_off"
/turf/open/floor/light/ChangeTurf(turf/T)
SetLuminosity(0)
return ..()
/turf/open/floor/light/attack_hand(mob/user)
if(!can_modify_colour)
return
if(!on)
on = 1
currentcolor = 1
return
else
currentcolor++
if(currentcolor > coloredlights.len)
on = 0
update_icon()
..() //I am not sure what the parent procs have for attack_hand, best to check later.
/turf/open/floor/light/attack_ai(mob/user)
attack_hand(user)
/turf/open/floor/light/attackby(obj/item/C, mob/user, params)
if(..())
return
if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
if(state && user.drop_item())
qdel(C)
state = 0 //fixing it by bashing it with a light bulb, fun eh?
update_icon()
user << "<span class='notice'>You replace the light bulb.</span>"
else
user << "<span class='notice'>The lightbulb seems fine, no need to replace it.</span>"
//Cycles through all of the colours
/turf/open/floor/light/colour_cycle
coloredlights = list("cycle_all")
can_modify_colour = FALSE
//Two different "dancefloor" types so that you can have a checkered pattern
// (also has a longer delay than colour_cycle between cycling colours)
/turf/open/floor/light/colour_cycle/dancefloor_a
name = "dancefloor"
desc = "Funky floor."
coloredlights = list("dancefloor_A")
/turf/open/floor/light/colour_cycle/dancefloor_b
name = "dancefloor"
desc = "Funky floor."
coloredlights = list("dancefloor_B")