// Light Replacer (LR) // // ABOUT THE DEVICE // // This is a device supposedly to be used by Janitors and Janitor Cyborgs which will // allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since // they don't have hands or a way to replace lightbulbs. // // HOW IT WORKS // // You attack a light fixture with it, if the light fixture is broken it will replace the // light fixture with a working light; the broken light is then placed on the floor for the // user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture. // // HOW TO REFILL THE DEVICE // // It can be manually refilled or by clicking on a storage item containing lights. // If it's part of a robot module, it will charge when the Robot is inside a Recharge Station. // // EMAGGED FEATURES // // NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore. // // I'm not sure everyone will react the emag's features so please say what your opinions are of it. // // When emagged it will rig every light it replaces, which will explode when the light is on. // This is VERY noticable, even the device's name changes when you emag it so if anyone // examines you when you're holding it in your hand, you will be discovered. // It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy // access to them, and only one of them can emag their device. // // The explosion cannot insta-kill anyone with 30% or more health. /obj/item/lightreplacer name = "light replacer" desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass." force = 8 icon = 'icons/obj/janitor.dmi' icon_state = "lightreplacer0" slot_flags = SLOT_BELT origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2) var/max_uses = 32 var/uses = 32 var/emagged = 0 var/failmsg = "" var/charge = 0 var/selected_color = LIGHT_COLOR_INCANDESCENT_TUBE //Default color! // Eating used bulbs gives us bulb shards var/bulb_shards = 0 // when we get this many shards, we get a free bulb. var/shards_required = 4 pickup_sound = 'sound/items/pickup/device.ogg' drop_sound = 'sound/items/drop/device.ogg' ///For attack_self chain var/special_handling = FALSE /obj/item/lightreplacer/Initialize(mapload) . = ..() failmsg = "The [name]'s refill light blinks red." /obj/item/lightreplacer/examine(mob/user) . = ..() if(get_dist(user, src) <= 2) . += "It has [uses] lights remaining." /obj/item/lightreplacer/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_GLASS || istype(W, /obj/item/stack/material/cyborg/glass)) var/obj/item/stack/G = W if(uses >= max_uses) to_chat(user, span_warning("[src.name] is full.")) return else if(G.use(1)) add_uses(16) //Autolathe converts 1 sheet into 16 lights. to_chat(user, span_notice("You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining.")) return else to_chat(user, span_warning("You need one sheet of glass to replace lights.")) if(istype(W, /obj/item/light)) var/new_bulbs = 0 var/obj/item/light/L = W if(L.status == 0) // LIGHT OKAY if(uses < max_uses) if(!user.unEquip(W)) return add_uses(1) qdel(L) else if(!user.unEquip(W)) return new_bulbs += AddShards(1) qdel(L) if(new_bulbs != 0) playsound(src, 'sound/machines/ding.ogg', 50, 1) to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.") return if(istype(W, /obj/item/storage)) var/obj/item/storage/S = W var/found_lightbulbs = FALSE var/replaced_something = TRUE for(var/obj/item/I in S.contents) if(istype(I,/obj/item/light)) var/obj/item/light/L = I found_lightbulbs = TRUE if(src.uses >= max_uses) break if(L.status == LIGHT_OK) replaced_something = TRUE add_uses(1) qdel(L) else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED) replaced_something = TRUE AddShards(1) qdel(L) if(!found_lightbulbs) to_chat(user, span_warning("\The [S] contains no bulbs.")) return if(!replaced_something && src.uses == max_uses) to_chat(user, span_warning("\The [src] is full!")) return to_chat(user, span_notice("You fill \the [src] with lights from \the [S].")) /obj/item/lightreplacer/attack_self(mob/user) . = ..(user) if(.) return TRUE if(special_handling) return FALSE /* // This would probably be a bit OP. If you want it though, uncomment the code. if(isrobot(user)) var/mob/living/silicon/robot/R = user if(R.emagged) src.Emag() to_chat(user, You short circuit the [src].") return */ to_chat(user, "It has [uses] lights remaining.") var/new_color = tgui_color_picker(user, "Choose a color to set the light to! (Default is [LIGHT_COLOR_INCANDESCENT_TUBE])", "", selected_color) if(new_color) selected_color = new_color to_chat(user, "The light color has been changed.") /obj/item/lightreplacer/update_icon() icon_state = "lightreplacer[emagged]" /obj/item/lightreplacer/proc/Use(var/mob/user) playsound(src, 'sound/machines/click.ogg', 50, 1) add_uses(-1) return 1 // Negative numbers will subtract /obj/item/lightreplacer/proc/add_uses(var/amount = 1) uses = min(max(uses + amount, 0), max_uses) /obj/item/lightreplacer/proc/AddShards(amount = 1) bulb_shards += amount var/new_bulbs = round(bulb_shards / shards_required) if(new_bulbs > 0) add_uses(new_bulbs) bulb_shards = bulb_shards % shards_required return new_bulbs /obj/item/lightreplacer/proc/Charge(var/mob/user, var/amount = 1) charge += amount if(charge > 6) add_uses(1) charge = 0 /obj/item/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U) if(target.status != LIGHT_OK) if(CanUse(U)) if(!Use(U)) return to_chat(U, span_notice("You replace the [target.get_fitting_name()] with the [src].")) if(target.status != LIGHT_EMPTY) var/new_bulbs = AddShards(1) if(new_bulbs != 0) to_chat(U, span_notice("\The [src] has fabricated a new bulb from the broken bulbs it has stored. It now has [uses] uses.")) playsound(src, 'sound/machines/ding.ogg', 50, 1) target.status = LIGHT_EMPTY target.installed_light = null //Remove the light! target.update() var/obj/item/light/L2 = new target.light_type() L2.brightness_color = selected_color target.insert_bulb(L2) //Call the insertion proc. target.update() if(target.on && target.rigged) target.explode() return else to_chat(U, failmsg) return else to_chat(U, "There is a working [target.get_fitting_name()] already inserted.") return /obj/item/lightreplacer/emag_act(var/remaining_charges, var/mob/user) emagged = !emagged playsound(src, "sparks", 100, 1) update_icon() return 1 //Can you use it? /obj/item/lightreplacer/proc/CanUse(var/mob/living/user) src.add_fingerprint(user) //Not sure what else to check for. Maybe if clumsy? if(uses > 0) return 1 else return 0 // Light Painter. /obj/item/lightpainter name = "light painter" desc = "A device to configure the emission color of lighting fixtures. Use this device in-hand to set/reset the color. Use the device on a light fixture to assign the color." icon = 'icons/obj/janitor.dmi' icon_state = "lightreplacer0" color = "#bbbbff" slot_flags = SLOT_BELT matter = list(MAT_STEEL = 5000,MAT_GLASS = 1500) var/static/dcolor = "#e0eff0" var/static/dnightcolor = "#efcc86" //set color values. var/setcolor = "#e0eff0" var/setnightcolor = "#efcc86" var/resetmode = 1 var/dimming = 0.7 // multiply value to dim lights from setcolor to nightcolor /obj/item/lightpainter/examine(mob/user) . = ..() if(get_dist(user, src) <= 2) if(resetmode) . += "It is currently resetting light colors." else . += "It is currently coloring lights." /obj/item/lightpainter/attack_self(mob/user) . = ..(user) if(.) return TRUE if(!resetmode) resetmode = 1 to_chat(user, span_infoplain("Painter reset.")) else var/color_input = tgui_color_picker(user,"","Choose Light Color",setcolor) if(color_input) setcolor = sanitize_hexcolor(color_input) var/list/setcolorRGB = hex2rgb(setcolor) var/setcolorR = num2hex(setcolorRGB[1] * dimming, 2) var/setcolorG = num2hex(setcolorRGB[2] * dimming, 2) var/setcolorB = num2hex(setcolorRGB[3] * dimming, 2) setnightcolor = addtext("#", setcolorR, setcolorG, setcolorB) resetmode = 0 to_chat(user, span_infoplain("Painter color set.")) /obj/item/lightpainter/proc/ColorLight(var/obj/machinery/light/target, var/mob/living/U) src.add_fingerprint(U) if(resetmode) to_chat(U, span_notice("You reset the color of the [target.get_fitting_name()].")) target.brightness_color = dcolor target.brightness_color_ns = dnightcolor else to_chat(U, span_notice("You set the color of the [target.get_fitting_name()].")) target.brightness_color = setcolor target.brightness_color_ns = setnightcolor if(target.nightshift_enabled) target.light_color = target.brightness_color_ns else target.light_color = target.brightness_color target.set_light(0) target.update()