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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
299 lines
8.9 KiB
Plaintext
299 lines
8.9 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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w_class = ITEMSIZE_SMALL
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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/obj/item/device/flashlight/initialize()
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..()
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update_icon()
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/obj/item/device/flashlight/update_icon()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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set_light(brightness_on)
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else
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icon_state = "[initial(icon_state)]"
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set_light(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
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return 0
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on = !on
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update_icon()
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user.update_action_buttons()
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return 1
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/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == O_EYES)
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if((CLUMSY in user.mutations) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(H))
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for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses))
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if(istype(C) && (C.body_parts_covered & EYES))
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user << "<span class='warning'>You're going to need to remove [C.name] first.</span>"
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return
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var/obj/item/organ/vision
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if(H.species.vision_organ)
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vision = H.internal_organs_by_name[H.species.vision_organ]
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if(!vision)
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user << "<span class='warning'>You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!</span>"
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user.visible_message("<span class='notice'>\The [user] directs [src] to [M]'s eyes.</span>", \
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"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
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if(H == user) //can't look into your own eyes buster
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if(M.stat == DEAD || M.blinded) //mob is dead or fully blind
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user << "<span class='warning'>\The [M]'s pupils do not react to the light!</span>"
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return
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if(XRAY in M.mutations)
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user << "<span class='notice'>\The [M] pupils give an eerie glow!</span>"
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if(vision.is_bruised())
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user << "<span class='warning'>There's visible damage to [M]'s [vision.name]!</span>"
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else if(M.eye_blurry)
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user << "<span class='notice'>\The [M]'s pupils react slower than normally.</span>"
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if(M.getBrainLoss() > 15)
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user << "<span class='notice'>There's visible lag between left and right pupils' reactions.</span>"
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var/list/pinpoint = list("oxycodone"=1,"tramadol"=5)
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var/list/dilating = list("space_drugs"=5,"mindbreaker"=1)
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if(M.reagents.has_any_reagent(pinpoint) || H.ingested.has_any_reagent(pinpoint))
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user << "<span class='notice'>\The [M]'s pupils are already pinpoint and cannot narrow any more.</span>"
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else if(M.reagents.has_any_reagent(dilating) || H.ingested.has_any_reagent(dilating))
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user << "<span class='notice'>\The [M]'s pupils narrow slightly, but are still very dilated.</span>"
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else
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user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //can be used offensively
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M.flash_eyes()
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else
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return ..()
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff."
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icon_state = "penlight"
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item_state = "pen"
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flags = CONDUCT
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slot_flags = SLOT_EARS
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brightness_on = 2
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w_class = ITEMSIZE_TINY
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/obj/item/device/flashlight/maglight
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name = "maglight"
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desc = "A very, very heavy duty flashlight."
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icon_state = "maglight"
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force = 10
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flags = CONDUCT
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brightness_on = 4
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_SMALL
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attack_verb = list ("smacked", "thwacked", "thunked")
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matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 50)
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hitsound = "swing_hit"
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/obj/item/device/flashlight/drone
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name = "low-power flashlight"
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desc = "A miniature lamp, that might be used by small robots."
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icon_state = "penlight"
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item_state = null
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flags = CONDUCT
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brightness_on = 2
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w_class = ITEMSIZE_TINY
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// the desk lamps are a bit special
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/obj/item/device/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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brightness_on = 5
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w_class = ITEMSIZE_LARGE
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flags = CONDUCT
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on = 1
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// green-shaded desk lamp
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/obj/item/device/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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brightness_on = 5
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light_color = "#FFC58F"
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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// FLARES
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/obj/item/device/flashlight/flare
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name = "flare"
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desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
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w_class = ITEMSIZE_SMALL
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brightness_on = 8 // Pretty bright.
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light_power = 3
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light_color = "#e58775"
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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var/fuel = 0
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var/on_damage = 7
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var/produce_heat = 1500
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/obj/item/device/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/device/flashlight/flare/process()
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var/turf/pos = get_turf(src)
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if(pos)
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pos.hotspot_expose(produce_heat, 5)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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processing_objects -= src
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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src.force = initial(src.force)
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src.damtype = initial(src.damtype)
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update_icon()
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/obj/item/device/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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user << "<span class='notice'>It's out of fuel.</span>"
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return
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if(on)
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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processing_objects += src
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/obj/item/device/flashlight/flare/proc/ignite() //Used for flare launchers.
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on = !on
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update_icon()
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force = on_damage
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damtype = "fire"
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processing_objects += src
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return 1
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//Glowsticks
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/obj/item/device/flashlight/glowstick
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name = "green glowstick"
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desc = "A green military-grade glowstick."
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w_class = ITEMSIZE_SMALL
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brightness_on = 4
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light_power = 2
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light_color = "#49F37C"
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icon_state = "glowstick"
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item_state = "glowstick"
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var/fuel = 0
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/obj/item/device/flashlight/glowstick/New()
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fuel = rand(1600, 2000)
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..()
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/obj/item/device/flashlight/glowstick/process()
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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processing_objects -= src
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/obj/item/device/flashlight/glowstick/proc/turn_off()
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on = 0
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update_icon()
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/obj/item/device/flashlight/glowstick/attack_self(mob/user)
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if(!fuel)
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user << "<span class='notice'>The glowstick has already been turned on.</span>"
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return
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if(on)
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return
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. = ..()
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if(.)
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user.visible_message("<span class='notice'>[user] cracks and shakes the glowstick.</span>", "<span class='notice'>You crack and shake the glowstick, turning it on!</span>")
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processing_objects += src
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/obj/item/device/flashlight/glowstick/red
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name = "red glowstick"
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desc = "A red military-grade glowstick."
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light_color = "#FC0F29"
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icon_state = "glowstick_red"
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item_state = "glowstick_red"
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/obj/item/device/flashlight/glowstick/blue
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name = "blue glowstick"
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desc = "A blue military-grade glowstick."
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light_color = "#599DFF"
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icon_state = "glowstick_blue"
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item_state = "glowstick_blue"
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/obj/item/device/flashlight/glowstick/orange
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name = "orange glowstick"
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desc = "A orange military-grade glowstick."
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light_color = "#FA7C0B"
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icon_state = "glowstick_orange"
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item_state = "glowstick_orange"
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/obj/item/device/flashlight/glowstick/yellow
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name = "yellow glowstick"
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desc = "A yellow military-grade glowstick."
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light_color = "#FEF923"
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icon_state = "glowstick_yellow"
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item_state = "glowstick_yellow"
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/obj/item/device/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "A glowing ball of what appears to be amber."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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w_class = ITEMSIZE_TINY
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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/obj/item/device/flashlight/slime/New()
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..()
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set_light(brightness_on)
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/obj/item/device/flashlight/slime/update_icon()
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return
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/obj/item/device/flashlight/slime/attack_self(mob/user)
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return //Bio-luminescence does not toggle.
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