Files
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

158 lines
5.3 KiB
Plaintext

/// The light switch. Can have multiple per area.
/obj/machinery/light_switch
name = "light switch"
icon = 'icons/obj/machines/wallmounts.dmi'
icon_state = "light-nopower"
base_icon_state = "light"
desc = "Make dark."
power_channel = AREA_USAGE_LIGHT
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
/// Set this to a string, path, or area instance to control that area
/// instead of the switch's location.
var/area/area = null
///Range of the light emitted when powered, but off
var/light_on_range = 1
/// Should this lightswitch automatically rename itself to match the area it's in?
var/autoname = TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light_switch, 26)
/obj/machinery/light_switch/Initialize(mapload)
. = ..()
AddComponent(/datum/component/redirect_attack_hand_from_turf)
AddComponent(/datum/component/usb_port, list(
/obj/item/circuit_component/light_switch,
))
if(istext(area))
area = text2path(area)
if(ispath(area))
area = GLOB.areas_by_type[area]
if(!area)
area = get_area(src)
if(autoname)
name = "light switch ([area.name])"
find_and_hang_on_wall(custom_drop_callback = CALLBACK(src, PROC_REF(deconstruct), TRUE))
register_context()
update_appearance()
/obj/machinery/light_switch/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = area.lightswitch ? "Flick off" : "Flick on"
return CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
return .
/obj/machinery/light_switch/update_appearance(updates=ALL)
. = ..()
luminosity = (machine_stat & NOPOWER) ? 0 : 1
/obj/machinery/light_switch/update_icon_state()
set_light(area.lightswitch ? 0 : light_on_range)
icon_state = "[base_icon_state]"
if(machine_stat & NOPOWER)
icon_state += "-nopower"
return ..()
icon_state += "[area.lightswitch ? "-on" : "-off"]"
return ..()
/obj/machinery/light_switch/update_overlays()
. = ..()
if(machine_stat & NOPOWER)
return ..()
. += emissive_appearance(icon, "[base_icon_state]-emissive[area.lightswitch ? "-on" : "-off"]", src, alpha = src.alpha)
/obj/machinery/light_switch/examine(mob/user)
. = ..()
. += "It is [(machine_stat & NOPOWER) ? "unpowered" : (area.lightswitch ? "on" : "off")]."
. += span_notice("It's <b>screwed</b> and secured to the wall.")
/obj/machinery/light_switch/interact(mob/user)
. = ..()
set_lights(!area.lightswitch)
/obj/machinery/light_switch/screwdriver_act(mob/living/user, obj/item/tool)
user.visible_message(span_notice("[user] starts unscrewing [src]..."), span_notice("You start unscrewing [src]..."))
if(!tool.use_tool(src, user, 40, volume = 50))
return ITEM_INTERACT_BLOCKING
user.visible_message(span_notice("[user] unscrews [src]!"), span_notice("You detach [src] from the wall."))
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/light_switch/proc/set_lights(status)
if(area.lightswitch == status)
return
area.lightswitch = status
area.update_appearance()
for(var/obj/machinery/light_switch/light_switch as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/light_switch))
if(light_switch.area != area)
continue
light_switch.update_appearance()
SEND_SIGNAL(light_switch, COMSIG_LIGHT_SWITCH_SET, status)
area.power_change()
/obj/machinery/light_switch/power_change()
SHOULD_CALL_PARENT(FALSE)
if(area == get_area(src))
return ..()
/obj/machinery/light_switch/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(!(machine_stat & (BROKEN|NOPOWER)))
power_change()
/obj/machinery/light_switch/on_deconstruction(disassembled)
new /obj/item/wallframe/light_switch(loc)
/obj/item/wallframe/light_switch
name = "light switch"
desc = "An unmounted light switch. Attach it to a wall to use."
icon = 'icons/obj/machines/wallmounts.dmi'
icon_state = "light-nopower"
result_path = /obj/machinery/light_switch
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
pixel_shift = 26
/obj/item/circuit_component/light_switch
display_name = "Light Switch"
desc = "Allows to control the lights of an area."
circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL
///If the lights should be turned on or off when the trigger is triggered.
var/datum/port/input/on_setting
///Whether the lights are turned on
var/datum/port/output/is_on
var/obj/machinery/light_switch/attached_switch
/obj/item/circuit_component/light_switch/populate_ports()
on_setting = add_input_port("On", PORT_TYPE_NUMBER)
is_on = add_output_port("Is On", PORT_TYPE_NUMBER)
/obj/item/circuit_component/light_switch/register_usb_parent(atom/movable/parent)
. = ..()
if(istype(parent, /obj/machinery/light_switch))
attached_switch = parent
RegisterSignal(parent, COMSIG_LIGHT_SWITCH_SET, PROC_REF(on_light_switch_set))
/obj/item/circuit_component/light_switch/unregister_usb_parent(atom/movable/parent)
attached_switch = null
UnregisterSignal(parent, COMSIG_LIGHT_SWITCH_SET)
return ..()
/obj/item/circuit_component/light_switch/proc/on_light_switch_set(datum/source, status)
SIGNAL_HANDLER
is_on.set_output(status)
/obj/item/circuit_component/light_switch/input_received(datum/port/input/port)
attached_switch?.set_lights(on_setting.value ? TRUE : FALSE)