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VOREStation/code/game/objects/items/devices/lightreplacer.dm
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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// 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()