mirror of
https://github.com/VOREStation/VOREStation.git
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Makes it so the lights have an overlay so the light part is bright even if the lighting around it is poor
1085 lines
32 KiB
Plaintext
1085 lines
32 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
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#define LIGHTING_POWER_FACTOR 2 //5W per luminosity * range //VOREStation Edit: why the fuck are lights eating so much power, 2W per thing
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#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
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var/global/list/light_type_cache = list()
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/proc/get_light_type_instance(var/light_type)
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. = light_type_cache[light_type]
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if(!.)
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. = new light_type
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light_type_cache[light_type] = .
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/obj/machinery/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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var/stage = 1
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var/fixture_type = /obj/machinery/light
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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var/obj/item/weapon/cell/cell = null
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var/cell_connectors = TRUE
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/obj/machinery/light_construct/New(var/atom/newloc, var/newdir, var/building = 0, var/datum/frame/frame_types/frame_type, var/obj/machinery/light/fixture = null)
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..(newloc)
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if(fixture)
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fixture_type = fixture.type
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fixture.transfer_fingerprints_to(src)
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set_dir(fixture.dir)
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stage = 2
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else if(newdir)
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set_dir(newdir)
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update_icon()
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/obj/machinery/light_construct/update_icon()
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switch(stage)
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if(1)
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icon_state = "tube-construct-stage1"
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if(2)
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icon_state = "tube-construct-stage2"
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if(3)
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icon_state = "tube-empty"
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/obj/machinery/light_construct/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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switch(stage)
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if(1)
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. += "It's an empty frame."
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if(2)
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. += "It's wired."
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if(3)
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. += "The casing is closed."
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if(cell_connectors)
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if(cell)
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. += "You see [cell] inside the casing."
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else
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. += "The casing has no power cell for backup power."
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else
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. += "<span class='danger'>This casing doesn't support power cells for backup power.</span>"
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/obj/machinery/light_construct/attack_hand(mob/user)
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. = ..()
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if(.)
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return . // obj/machinery/attack_hand returns 1 if user can't use the machine
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if(cell)
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user.visible_message("[user] removes [cell] from [src]!","<span class='notice'>You remove [cell].</span>")
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user.put_in_hands(cell)
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cell.update_icon()
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cell = null
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/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
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src.add_fingerprint(user)
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if(istype(W, /obj/item/weapon/cell/emergency_light))
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if(!cell_connectors)
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to_chat(user, "<span class='warning'>This [name] can't support a power cell!</span>")
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return
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if(!user.unEquip(W))
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to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
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return
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if(cell)
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to_chat(user, "<span class='warning'>There is a power cell already installed!</span>")
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else if(user.drop_from_inventory(W))
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user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
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"<span class='notice'>You add [W] to [src].</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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W.forceMove(src)
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cell = W
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add_fingerprint(user)
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return
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if (W.is_wrench())
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if (src.stage == 1)
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playsound(src, W.usesound, 75, 1)
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to_chat(usr, "You begin deconstructing [src].")
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if (!do_after(usr, 30 * W.toolspeed))
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return
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new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"You deconstruct [src].", "You hear a noise.")
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playsound(src, 'sound/items/Deconstruct.ogg', 75, 1)
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qdel(src)
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if (src.stage == 2)
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to_chat(usr, "You have to remove the wires first.")
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return
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if (src.stage == 3)
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to_chat(usr, "You have to unscrew the case first.")
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return
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if(W.is_wirecutter())
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if (src.stage != 2) return
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src.stage = 1
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src.update_icon()
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new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"You remove the wiring from [src].", "You hear a noise.")
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playsound(src, W.usesound, 50, 1)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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if (src.stage != 1) return
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var/obj/item/stack/cable_coil/coil = W
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if (coil.use(1))
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src.stage = 2
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src.update_icon()
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user.visible_message("[user.name] adds wires to [src].", \
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"You add wires to [src].")
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return
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if(W.is_screwdriver())
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if (src.stage == 2)
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src.stage = 3
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src.update_icon()
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user.visible_message("[user.name] closes [src]'s casing.", \
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"You close [src]'s casing.", "You hear a noise.")
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playsound(src, W.usesound, 75, 1)
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var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
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newlight.set_dir(src.dir)
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src.transfer_fingerprints_to(newlight)
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if(cell)
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newlight.cell = cell
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cell.forceMove(newlight)
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cell = null
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qdel(src)
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return
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..()
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/obj/machinery/light_construct/small
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name = "small light fixture frame"
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desc = "A small light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = TRUE
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stage = 1
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fixture_type = /obj/machinery/light/small
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sheets_refunded = 1
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/obj/machinery/light_construct/small/update_icon()
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switch(stage)
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if(1)
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icon_state = "bulb-construct-stage1"
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if(2)
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icon_state = "bulb-construct-stage2"
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if(3)
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icon_state = "bulb-empty"
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/obj/machinery/light_construct/flamp
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name = "floor light fixture frame"
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desc = "A floor light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flamp-construct-stage1"
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anchored = FALSE
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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stage = 1
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fixture_type = /obj/machinery/light/flamp
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sheets_refunded = 2
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/obj/machinery/light_construct/flamp/update_icon()
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switch(stage)
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if(1)
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icon_state = "flamp-construct-stage1"
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if(2)
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icon_state = "flamp-construct-stage2"
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if(3)
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icon_state = "flamp-empty"
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting_vr.dmi' //VOREStation Edit
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = TRUE
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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use_power = USE_POWER_ACTIVE
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idle_power_usage = 2
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active_power_usage = 10
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/brightness_range
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var/brightness_power
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var/brightness_color
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/construct_type = /obj/machinery/light_construct
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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//VOREStation Edit Start
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var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart
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var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist!
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var/current_alert = null // Which alert are we showing right now?
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//VOREStation Edit End
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var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU).
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var/obj/item/weapon/cell/emergency_light/cell
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var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
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var/emergency_mode = FALSE // if true, the light is in emergency mode
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var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
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var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
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var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
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var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
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var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
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var/nightshift_enabled = FALSE
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var/nightshift_allowed = TRUE
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var/brightness_range_ns
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var/brightness_power_ns
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var/brightness_color_ns
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var/overlay_color = LIGHT_COLOR_INCANDESCENT_TUBE
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/obj/machinery/light/flicker
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auto_flicker = TRUE
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/obj/machinery/light/no_nightshift
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nightshift_allowed = FALSE
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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construct_type = /obj/machinery/light_construct/small
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shows_alerts = FALSE //VOREStation Edit
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overlay_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/machinery/light/small/flicker
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auto_flicker = TRUE
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/obj/machinery/light/poi
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start_with_cell = FALSE
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/obj/machinery/light/small/poi
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start_with_cell = FALSE
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/obj/machinery/light/flamp
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icon = 'icons/obj/lighting.dmi' //VOREStation Edit
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icon_state = "flamp1"
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base_state = "flamp"
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb/large
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construct_type = /obj/machinery/light_construct/flamp
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shows_alerts = FALSE //VOREStation Edit
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var/lamp_shade = 1
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overlay_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/machinery/light/flamp/Initialize(mapload, obj/machinery/light_construct/construct = null)
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. = ..()
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if(construct)
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start_with_cell = FALSE
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lamp_shade = 0
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update_icon()
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else
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/weapon/cell/emergency_light(src)
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/obj/machinery/light/flamp/flicker
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auto_flicker = TRUE
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/obj/machinery/light/small/emergency
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light_type = /obj/item/weapon/light/bulb/red
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/obj/machinery/light/small/emergency/flicker
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auto_flicker = TRUE
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/obj/machinery/light/spot
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name = "spotlight"
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light_type = /obj/item/weapon/light/tube/large
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shows_alerts = FALSE //VOREStation Edit
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/obj/machinery/light/spot/flicker
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auto_flicker = TRUE
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//VOREStation Add - Shadeless!
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/obj/machinery/light/flamp/noshade
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lamp_shade = 0
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//VOREStation Add End
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload, obj/machinery/light_construct/construct = null)
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. =..()
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if(construct)
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start_with_cell = FALSE
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status = LIGHT_EMPTY
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construct_type = construct.type
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construct.transfer_fingerprints_to(src)
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set_dir(construct.dir)
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else
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/weapon/cell/emergency_light(src)
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var/obj/item/weapon/light/L = get_light_type_instance(light_type)
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update_from_bulb(L)
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if(prob(L.broken_chance))
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broken(1)
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on = powered()
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update(0)
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/obj/machinery/light/Destroy()
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var/area/A = get_area(src)
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if(A)
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on = 0
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// A.update_lights()
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/update_icon()
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switch(status) // set icon_states
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if(LIGHT_OK)
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//VOREStation Edit Start
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if(shows_alerts && current_alert && on)
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icon_state = "[base_state]-alert-[current_alert]"
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add_light_overlay(FALSE, icon_state)
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else
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icon_state = "[base_state][on]"
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if(on)
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add_light_overlay()
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else
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remove_light_overlay()
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//VOREStation Edit End
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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remove_light_overlay() //VOREStation add
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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remove_light_overlay() //VOREStation add
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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remove_light_overlay() //VOREStation add
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return
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/obj/machinery/light/flamp/update_icon()
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if(lamp_shade)
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base_state = "flampshade"
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(on) //VOREStation add
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add_light_overlay() //VOREStation add
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else //VOREStation add
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remove_light_overlay() //VOREStation add
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if(LIGHT_EMPTY)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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if(LIGHT_BURNED)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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if(LIGHT_BROKEN)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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return
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else
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base_state = "flamp"
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..()
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//VOREStation Edit Start
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/obj/machinery/light/proc/set_alert_atmos()
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if(!shows_alerts)
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return
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current_alert = "atmos"
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brightness_color = "#6D6DFC"
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update()
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/obj/machinery/light/proc/set_alert_fire()
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if(!shows_alerts)
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return
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current_alert = "fire"
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brightness_color = "#FF3030"
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update()
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/obj/machinery/light/proc/reset_alert()
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if(!shows_alerts)
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return
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current_alert = null
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var/obj/item/weapon/light/L = get_light_type_instance(light_type)
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if(L)
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update_from_bulb(L)
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else
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brightness_color = nightshift_enabled ? initial(brightness_color_ns) : initial(brightness_color)
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update()
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//VOREstation Edit End
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// update lighting
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/obj/machinery/light/proc/update(var/trigger = 1)
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update_icon()
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//VOREStation Edit Start
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if(!on)
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needsound = TRUE // Play sound next time we turn on
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else if(needsound)
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playsound(src, 'sound/effects/lighton.ogg', 65, 1)
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needsound = FALSE // Don't play sound again until we've been turned off
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//VOREStation Edit End
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if(on)
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var/correct_range = nightshift_enabled ? brightness_range_ns : brightness_range
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var/correct_power = nightshift_enabled ? brightness_power_ns : brightness_power
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var/correct_color = nightshift_enabled ? brightness_color_ns : brightness_color
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if(light_range != correct_range || light_power != correct_power || light_color != correct_color)
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if(!auto_flicker)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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update_icon()
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on = 0
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set_light(0)
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else
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update_use_power(USE_POWER_ACTIVE)
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set_light(correct_range, correct_power, correct_color)
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if(cell?.charge < cell?.maxcharge)
|
|
START_PROCESSING(SSobj, src)
|
|
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
|
|
update_use_power(USE_POWER_IDLE)
|
|
emergency_mode = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
else
|
|
update_use_power(USE_POWER_IDLE)
|
|
set_light(0)
|
|
|
|
update_active_power_usage((light_range * light_power) * LIGHTING_POWER_FACTOR)
|
|
|
|
/obj/machinery/light/proc/nightshift_mode(var/state)
|
|
if(!nightshift_allowed)
|
|
return
|
|
|
|
if(state != nightshift_enabled)
|
|
nightshift_enabled = state
|
|
update(FALSE)
|
|
|
|
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
|
|
if(!damage)
|
|
return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
to_chat(user, "That object is useless to you.")
|
|
return
|
|
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
|
|
return
|
|
visible_message("<span class='danger'>[user] smashes the light!</span>")
|
|
user.do_attack_animation(src)
|
|
broken()
|
|
return 1
|
|
|
|
/obj/machinery/light/take_damage(var/damage)
|
|
if(!damage)
|
|
return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
return
|
|
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
|
|
return
|
|
broken()
|
|
return 1
|
|
|
|
/obj/machinery/light/blob_act()
|
|
broken()
|
|
|
|
// attempt to set the light's on/off status
|
|
// will not switch on if broken/burned/empty
|
|
/obj/machinery/light/proc/seton(var/s)
|
|
on = (s && status == LIGHT_OK)
|
|
update()
|
|
|
|
/obj/machinery/light/get_cell()
|
|
return cell
|
|
|
|
// examine verb
|
|
/obj/machinery/light/examine(mob/user)
|
|
. = ..()
|
|
var/fitting = get_fitting_name()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
. += "It is turned [on? "on" : "off"]."
|
|
if(LIGHT_EMPTY)
|
|
. += "The [fitting] has been removed."
|
|
if(LIGHT_BURNED)
|
|
. += "The [fitting] is burnt out."
|
|
if(LIGHT_BROKEN)
|
|
. += "The [fitting] has been smashed."
|
|
if(cell)
|
|
. += "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%."
|
|
|
|
/obj/machinery/light/proc/get_fitting_name()
|
|
var/obj/item/weapon/light/L = light_type
|
|
return initial(L.name)
|
|
|
|
/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
|
|
status = L.status
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
|
|
brightness_range = L.brightness_range
|
|
brightness_power = L.brightness_power
|
|
brightness_color = L.brightness_color
|
|
|
|
brightness_range_ns = L.nightshift_range
|
|
brightness_power_ns = L.nightshift_power
|
|
brightness_color_ns = L.nightshift_color
|
|
|
|
// attack with item - insert light (if right type), otherwise try to break the light
|
|
|
|
/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
|
|
update_from_bulb(L)
|
|
qdel(L)
|
|
|
|
on = powered()
|
|
update()
|
|
|
|
if(on && rigged)
|
|
|
|
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
|
|
|
|
explode()
|
|
|
|
/obj/machinery/light/proc/remove_bulb()
|
|
. = new light_type(src.loc, src)
|
|
|
|
switchcount = 0
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
/obj/machinery/light/attackby(obj/item/W, mob/user)
|
|
|
|
//Light replacer code
|
|
if(istype(W, /obj/item/device/lightreplacer))
|
|
var/obj/item/device/lightreplacer/LR = W
|
|
if(isliving(user))
|
|
var/mob/living/U = user
|
|
LR.ReplaceLight(src, U)
|
|
return
|
|
|
|
// attempt to insert light
|
|
if(istype(W, /obj/item/weapon/light))
|
|
if(status != LIGHT_EMPTY)
|
|
to_chat(user, "There is a [get_fitting_name()] already inserted.")
|
|
return
|
|
if(!istype(W, light_type))
|
|
to_chat(user, "This type of light requires a [get_fitting_name()].")
|
|
return
|
|
|
|
to_chat(user, "You insert [W].")
|
|
insert_bulb(W)
|
|
src.add_fingerprint(user)
|
|
|
|
// attempt to break the light
|
|
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
|
|
|
|
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
|
|
|
|
|
|
if(prob(1+W.force * 5))
|
|
|
|
to_chat(user, "You hit the light, and it smashes!")
|
|
for(var/mob/M in viewers(src))
|
|
if(M == user)
|
|
continue
|
|
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
|
|
if(on && !(W.flags & NOCONDUCT))
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(12))
|
|
electrocute_mob(user, get_area(src), src, 0.3)
|
|
broken()
|
|
|
|
else
|
|
to_chat(user, "You hit the light!")
|
|
|
|
// attempt to stick weapon into light socket
|
|
else if(status == LIGHT_EMPTY)
|
|
if(W.is_screwdriver()) //If it's a screwdriver open it.
|
|
playsound(src, W.usesound, 75, 1)
|
|
user.visible_message("[user.name] opens [src]'s casing.", \
|
|
"You open [src]'s casing.", "You hear a noise.")
|
|
new construct_type(src.loc, fixture = src)
|
|
qdel(src)
|
|
return
|
|
|
|
to_chat(user, "You stick \the [W] into the light socket!")
|
|
if(has_power() && !(W.flags & NOCONDUCT))
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(75))
|
|
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
|
|
|
|
/obj/machinery/light/flamp/attackby(obj/item/W, mob/user)
|
|
if(W.is_wrench())
|
|
anchored = !anchored
|
|
playsound(src, W.usesound, 50, 1)
|
|
to_chat(user, "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
|
|
|
|
if(!lamp_shade)
|
|
if(istype(W, /obj/item/weapon/lampshade))
|
|
lamp_shade = 1
|
|
qdel(W)
|
|
update_icon()
|
|
return
|
|
|
|
else
|
|
if(W.is_screwdriver())
|
|
playsound(src, W.usesound, 75, 1)
|
|
user.visible_message("[user.name] removes [src]'s lamp shade.", \
|
|
"You remove [src]'s lamp shade.", "You hear a noise.")
|
|
lamp_shade = 0
|
|
new /obj/item/weapon/lampshade(src.loc)
|
|
update_icon()
|
|
return
|
|
|
|
..()
|
|
|
|
// returns if the light has power /but/ is manually turned off
|
|
// if a light is turned off, it won't activate emergency power
|
|
/obj/machinery/light/proc/turned_off()
|
|
var/area/A = get_area(src)
|
|
return !A.lightswitch && A.power_light || flickering
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/area/A = get_area(src)
|
|
return A && A.lightswitch && (!A.requires_power || A.power_light)
|
|
|
|
/obj/machinery/light/flamp/has_power()
|
|
var/area/A = get_area(src)
|
|
if(lamp_shade)
|
|
return A && (!A.requires_power || A.power_light)
|
|
else
|
|
return A && A.lightswitch && (!A.requires_power || A.power_light)
|
|
|
|
// returns whether this light has emergency power
|
|
// can also return if it has access to a certain amount of that power
|
|
/obj/machinery/light/proc/has_emergency_power(pwr)
|
|
if(no_emergency || !cell)
|
|
return FALSE
|
|
if(pwr ? cell.charge >= pwr : cell.charge)
|
|
return status == LIGHT_OK
|
|
|
|
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
|
|
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
|
|
if(turned_off())
|
|
return FALSE
|
|
if(!has_emergency_power(pwr))
|
|
return FALSE
|
|
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
|
|
visible_message("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
|
|
status = LIGHT_BURNED
|
|
return FALSE
|
|
cell.use(pwr)
|
|
set_light(brightness_range * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
|
|
return TRUE
|
|
|
|
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
|
if(flickering) return
|
|
flickering = 1
|
|
spawn(0)
|
|
if(on && status == LIGHT_OK)
|
|
for(var/i = 0; i < amount; i++)
|
|
if(status != LIGHT_OK) break
|
|
on = !on
|
|
update(0)
|
|
if(!on) // Only play when the light turns off.
|
|
playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
|
|
sleep(rand(5, 15))
|
|
on = (status == LIGHT_OK)
|
|
update(0)
|
|
flickering = 0
|
|
|
|
// ai attack - turn on/off emergency lighting for a specific fixture
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
no_emergency = !no_emergency
|
|
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
|
|
update(FALSE)
|
|
return
|
|
|
|
// ai alt click - Make light flicker. Very important for atmosphere.
|
|
/obj/machinery/light/AIAltClick(mob/user)
|
|
flicker(1)
|
|
|
|
/obj/machinery/light/flamp/attack_ai(mob/user)
|
|
attack_hand()
|
|
return
|
|
|
|
// attack with hand - remove tube/bulb
|
|
// if hands aren't protected and the light is on, burn the player
|
|
/obj/machinery/light/attack_hand(mob/user)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.species.can_shred(H))
|
|
user.setClickCooldown(user.get_attack_speed())
|
|
for(var/mob/M in viewers(src))
|
|
M.show_message("<font color='red'>[user.name] smashed the light!</font>", 3, "You hear a tinkle of breaking glass", 2)
|
|
broken()
|
|
return
|
|
|
|
// make it burn hands if not wearing fire-insulated gloves
|
|
if(on)
|
|
var/prot = 0
|
|
var/mob/living/carbon/human/H = user
|
|
|
|
if(istype(H))
|
|
if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else if(H.gloves)
|
|
var/obj/item/clothing/gloves/G = H.gloves
|
|
if(G.max_heat_protection_temperature)
|
|
if(G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else
|
|
prot = 1
|
|
|
|
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
|
|
to_chat(user, "You remove the light [get_fitting_name()]")
|
|
else if(TK in user.mutations)
|
|
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
|
|
else
|
|
to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
|
|
return // if burned, don't remove the light
|
|
else
|
|
to_chat(user, "You remove the light [get_fitting_name()].")
|
|
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
user.put_in_active_hand(remove_bulb()) //puts it in our active hand
|
|
|
|
/obj/machinery/light/flamp/attack_hand(mob/user)
|
|
if(lamp_shade)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
if(on)
|
|
on = 0
|
|
update()
|
|
else
|
|
on = has_power()
|
|
update()
|
|
else
|
|
..()
|
|
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
|
|
remove_bulb()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
on = 1
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(75))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
//blob effect
|
|
|
|
|
|
// timed process
|
|
// use power
|
|
|
|
/obj/machinery/light/process()
|
|
if(!cell)
|
|
return PROCESS_KILL
|
|
if(has_power())
|
|
emergency_mode = FALSE
|
|
update(FALSE)
|
|
if(!cell.give(LIGHT_EMERGENCY_POWER_USE*2)) // Recharge and stop if no more was able to be added
|
|
return PROCESS_KILL
|
|
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
|
|
update(FALSE) //Disables emergency mode and sets the color to normal
|
|
return PROCESS_KILL // Drop out if we're out of cell power. These are often in POIs and there's no point in recharging.
|
|
|
|
if(auto_flicker && !flickering)
|
|
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
|
|
seton(TRUE) // Lights must be on to flicker.
|
|
flicker(5)
|
|
else
|
|
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
spawn(10)
|
|
seton(has_power())
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
var/turf/T = get_turf(src.loc)
|
|
spawn(0)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// the light item
|
|
// can be tube or bulb subtypes
|
|
// will fit into empty /obj/machinery/light of the corresponding type
|
|
|
|
/obj/item/weapon/light
|
|
icon = 'icons/obj/lighting.dmi'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = ITEMSIZE_TINY
|
|
matter = list(MAT_STEEL = 60)
|
|
|
|
///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/status = LIGHT_OK
|
|
///Base icon_state name to append suffixes for status
|
|
var/base_state
|
|
///Number of times switched on/off
|
|
var/switchcount = 0
|
|
///Is this light set to explode
|
|
var/rigged = 0
|
|
///The chance (prob()) that this light will be broken at roundstart
|
|
var/broken_chance = 2
|
|
|
|
///The raidus in turfs this light will reach. It will be at it's most dim this many turfs away.
|
|
/// This is also used in power draw calculation for machinery/lights.
|
|
var/brightness_range = 8
|
|
///The light will fall off over more/less range based on this. The formula is complicated.
|
|
var/brightness_power = 1
|
|
///The color of the light emitted.
|
|
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
|
|
|
|
///Replaces brightness_range during nightshifts.
|
|
var/nightshift_range = 8
|
|
///Replaces brightness_power during nightshifts.
|
|
var/nightshift_power = 0.45
|
|
///Replaces brightness_color during nightshifts.
|
|
var/nightshift_color = LIGHT_COLOR_NIGHTSHIFT
|
|
|
|
drop_sound = 'sound/items/drop/glass.ogg'
|
|
pickup_sound = 'sound/items/pickup/glass.ogg'
|
|
|
|
/obj/item/weapon/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
matter = list(MAT_GLASS = 100)
|
|
brightness_range = 7
|
|
brightness_power = 2
|
|
|
|
/obj/item/weapon/light/tube/large
|
|
w_class = ITEMSIZE_SMALL
|
|
name = "large light tube"
|
|
brightness_range = 15
|
|
brightness_power = 4
|
|
|
|
nightshift_range = 10
|
|
nightshift_power = 1.5
|
|
|
|
/obj/item/weapon/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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matter = list(MAT_GLASS = 100)
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brightness_range = 5
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brightness_power = 1
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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nightshift_range = 3
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nightshift_power = 0.5
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// For 'floor lamps' in outdoor use and such
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/obj/item/weapon/light/bulb/large
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name = "large light bulb"
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brightness_range = 7
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brightness_power = 1.5
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nightshift_range = 4
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nightshift_power = 0.75
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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..()
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shatter()
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/obj/item/weapon/light/bulb/red
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brightness_range = 4
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color = "#da0205"
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brightness_color = "#da0205"
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/obj/item/weapon/light/bulb/fire
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name = "fire bulb"
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desc = "A replacement fire bulb."
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icon_state = "fbulb"
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base_state = "fbulb"
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item_state = "egg4"
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matter = list(MAT_GLASS = 100)
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// update the icon state and description of the light
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/obj/item/weapon/light/update_icon()
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switch(status)
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if(LIGHT_OK)
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icon_state = base_state
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desc = "A replacement [name]."
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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desc = "A burnt-out [name]."
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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desc = "A broken [name]."
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|
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/obj/item/weapon/light/New(atom/newloc, obj/machinery/light/fixture = null)
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..()
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if(fixture)
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status = fixture.status
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rigged = fixture.rigged
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switchcount = fixture.switchcount
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fixture.transfer_fingerprints_to(src)
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//shouldn't be necessary to copy these unless someone varedits stuff, but just in case
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brightness_range = fixture.brightness_range
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brightness_power = fixture.brightness_power
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brightness_color = fixture.brightness_color
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update_icon()
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|
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// attack bulb/tube with object
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// if a syringe, can inject phoron to make it explode
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/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
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..()
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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to_chat(user, "You inject the solution into the [src].")
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if(S.reagents.has_reagent("phoron", 5))
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log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
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message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
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rigged = 1
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S.reagents.clear_reagents()
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else
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..()
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return
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// called after an attack with a light item
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// shatter light, unless it was an attempt to put it in a light socket
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// now only shatter if the intent was harm
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/obj/item/weapon/light/afterattack(atom/target, mob/user, proximity)
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if(!proximity) return
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if(istype(target, /obj/machinery/light))
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return
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if(user.a_intent != I_HURT)
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return
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shatter()
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/obj/item/weapon/light/proc/shatter()
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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src.visible_message("<font color='red'>[name] shatters.</font>","<font color='red'> You hear a small glass object shatter.</font>")
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status = LIGHT_BROKEN
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force = 5
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sharp = TRUE
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playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
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update_icon()
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|
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//Lamp Shade
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/obj/item/weapon/lampshade
|
|
name = "lamp shade"
|
|
desc = "A lamp shade for a lamp."
|
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icon = 'icons/obj/lighting.dmi'
|
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icon_state = "lampshade"
|
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w_class = ITEMSIZE_TINY
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