// The lighting system // // consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light) #define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick // status values shared between lighting fixtures and items #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 /obj/item/wallframe/light_fixture name = "light fixture frame" desc = "Used for building lights." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-item" result_path = /obj/structure/light_construct inverse = TRUE /obj/item/wallframe/light_fixture/small name = "small light fixture frame" icon_state = "bulb-construct-item" result_path = /obj/structure/light_construct/small materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) /obj/item/wallframe/light_fixture/try_build(turf/on_wall, user) if(!..()) return var/area/A = get_area(user) if(!IS_DYNAMIC_LIGHTING(A)) to_chat(user, "You cannot place [src] in this area!") return return TRUE /obj/structure/light_construct name = "light fixture frame" desc = "A light fixture under construction." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-stage1" anchored = TRUE layer = WALL_OBJ_LAYER max_integrity = 200 armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50) var/stage = 1 var/fixture_type = "tube" var/sheets_refunded = 2 var/obj/machinery/light/newlight = null var/obj/item/stock_parts/cell/cell var/cell_connectors = TRUE /obj/structure/light_construct/Initialize(mapload, ndir, building) . = ..() if(building) setDir(ndir) /obj/structure/light_construct/Destroy() QDEL_NULL(cell) return ..() /obj/structure/light_construct/get_cell() return cell /obj/structure/light_construct/examine(mob/user) ..() switch(src.stage) if(1) to_chat(user, "It's an empty frame.") if(2) to_chat(user, "It's wired.") if(3) to_chat(user, "The casing is closed.") if(cell_connectors) if(cell) to_chat(user, "You see [cell] inside the casing.") else to_chat(user, "The casing has no power cell for backup power.") else to_chat(user, "This casing doesn't support power cells for backup power.") return /obj/structure/light_construct/attackby(obj/item/W, mob/user, params) add_fingerprint(user) if(istype(W, /obj/item/stock_parts/cell)) if(!cell_connectors) to_chat(user, "This [name] can't support a power cell!") return if(W.flags_1 & NODROP_1) to_chat(user, "[W] is stuck to your hand!") return user.dropItemToGround(W) if(cell) user.visible_message("[user] swaps [W] out for [src]'s cell.", \ "You swap [src]'s power cells.") cell.forceMove(drop_location()) user.put_in_hands(cell) else user.visible_message("[user] hooks up [W] to [src].", \ "You add [W] to [src].") playsound(src, 'sound/machines/click.ogg', 50, TRUE) W.forceMove(src) cell = W add_fingerprint(user) return switch(stage) if(1) if(istype(W, /obj/item/wrench)) to_chat(usr, "You begin deconstructing [src]...") if (W.use_tool(src, user, 30, volume=50)) new /obj/item/stack/sheet/metal(drop_location(), sheets_refunded) user.visible_message("[user.name] deconstructs [src].", \ "You deconstruct [src].", "You hear a ratchet.") playsound(src.loc, 'sound/items/deconstruct.ogg', 75, 1) qdel(src) return if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W if(coil.use(1)) icon_state = "[fixture_type]-construct-stage2" stage = 2 user.visible_message("[user.name] adds wires to [src].", \ "You add wires to [src].") else to_chat(user, "You need one length of cable to wire [src]!") return if(2) if(istype(W, /obj/item/wrench)) to_chat(usr, "You have to remove the wires first!") return if(istype(W, /obj/item/wirecutters)) stage = 1 icon_state = "[fixture_type]-construct-stage1" new /obj/item/stack/cable_coil(drop_location(), 1, "red") user.visible_message("[user.name] removes the wiring from [src].", \ "You remove the wiring from [src].", "You hear clicking.") W.play_tool_sound(src, 100) return if(istype(W, /obj/item/screwdriver)) user.visible_message("[user.name] closes [src]'s casing.", \ "You close [src]'s casing.", "You hear screwing.") W.play_tool_sound(src, 75) switch(fixture_type) if("tube") newlight = new /obj/machinery/light/built(loc) if("bulb") newlight = new /obj/machinery/light/small/built(loc) newlight.setDir(dir) transfer_fingerprints_to(newlight) if(cell) newlight.cell = cell cell.forceMove(newlight) cell = null qdel(src) return return ..() /obj/structure/light_construct/blob_act(obj/structure/blob/B) if(B && B.loc == loc) qdel(src) /obj/structure/light_construct/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) new /obj/item/stack/sheet/metal(loc, sheets_refunded) qdel(src) /obj/structure/light_construct/small name = "small light fixture frame" icon_state = "bulb-construct-stage1" fixture_type = "bulb" sheets_refunded = 1 // the standard tube light fixture /obj/machinery/light name = "light fixture" icon = 'icons/obj/lighting.dmi' var/overlayicon = 'icons/obj/lighting_overlay.dmi' var/base_state = "tube" // base description and icon_state icon_state = "tube" desc = "A lighting fixture." anchored = TRUE layer = WALL_OBJ_LAYER max_integrity = 100 use_power = ACTIVE_POWER_USE idle_power_usage = 2 active_power_usage = 20 power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list var/on = FALSE // 1 if on, 0 if off var/on_gs = FALSE var/static_power_used = 0 var/brightness = 8 // luminosity when on, also used in power calculation var/bulb_power = 1 // basically the alpha of the emitted light source var/bulb_colour = "#FFFFFF" // befault colour of the light. var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN var/flickering = FALSE var/light_type = /obj/item/light/tube // the type of light item var/fitting = "tube" var/switchcount = 0 // count of number of times switched on/off // this is used to calc the probability the light burns out var/rigged = FALSE // true if rigged to explode var/obj/item/stock_parts/cell/cell var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart var/nightshift_enabled = FALSE //Currently in night shift mode? var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode. var/nightshift_brightness = 8 var/nightshift_light_power = 0.45 var/nightshift_light_color = "#FFDDCC" var/emergency_mode = FALSE // if true, the light is in emergency mode var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode /obj/machinery/light/broken status = LIGHT_BROKEN icon_state = "tube-broken" // the smaller bulb light fixture /obj/machinery/light/small icon_state = "bulb" base_state = "bulb" fitting = "bulb" brightness = 4 desc = "A small lighting fixture." light_type = /obj/item/light/bulb /obj/machinery/light/small/broken status = LIGHT_BROKEN icon_state = "bulb-broken" /obj/machinery/light/Move() if(status != LIGHT_BROKEN) break_light_tube(1) return ..() /obj/machinery/light/built icon_state = "tube-empty" start_with_cell = FALSE /obj/machinery/light/built/Initialize() . = ..() status = LIGHT_EMPTY update(0) /obj/machinery/light/small/built icon_state = "bulb-empty" /obj/machinery/light/small/built/Initialize() . = ..() status = LIGHT_EMPTY update(0) // create a new lighting fixture /obj/machinery/light/Initialize() . = ..() if(start_with_cell && !no_emergency) cell = new/obj/item/stock_parts/cell/emergency_light(src) spawn(2) switch(fitting) if("tube") brightness = 8 if(prob(2)) break_light_tube(1) if("bulb") brightness = 4 if(prob(5)) break_light_tube(1) spawn(1) update(0) /obj/machinery/light/Destroy() var/area/A = get_area(src) if(A) on = FALSE // A.update_lights() QDEL_NULL(cell) return ..() /obj/machinery/light/update_icon() cut_overlays() switch(status) // set icon_states if(LIGHT_OK) if(emergency_mode) icon_state = "[base_state]_emergency" else icon_state = "[base_state]" if(on) var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE) glowybit.alpha = CLAMP(light_power*250, 30, 200) add_overlay(glowybit) if(LIGHT_EMPTY) icon_state = "[base_state]-empty" if(LIGHT_BURNED) icon_state = "[base_state]-burned" if(LIGHT_BROKEN) icon_state = "[base_state]-broken" return // update the icon_state and luminosity of the light depending on its state /obj/machinery/light/proc/update(trigger = TRUE) switch(status) if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY) on = FALSE emergency_mode = FALSE if(on) var/BR = nightshift_enabled? nightshift_brightness : brightness var/PO = nightshift_enabled? nightshift_light_power : bulb_power var/CO = nightshift_enabled? nightshift_light_color : bulb_colour var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color if(!matching) switchcount++ if(rigged) if(status == LIGHT_OK && trigger) explode() else if( prob( min(60, (switchcount^2)*0.01) ) ) if(trigger) burn_out() else use_power = ACTIVE_POWER_USE set_light(BR, PO, CO) else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off()) use_power = IDLE_POWER_USE emergency_mode = TRUE else use_power = IDLE_POWER_USE set_light(0) update_icon() active_power_usage = (brightness * 10) if(on != on_gs) on_gs = on if(on) static_power_used = brightness * 20 //20W per unit luminosity addStaticPower(static_power_used, STATIC_LIGHT) else removeStaticPower(static_power_used, STATIC_LIGHT) /obj/machinery/light/process() if(has_power() && cell) cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE)) update(FALSE) //Disables emergency mode and sets the color to normal /obj/machinery/light/proc/burn_out() if(status == LIGHT_OK) status = LIGHT_BURNED icon_state = "[base_state]-burned" on = FALSE set_light(0) // attempt to set the light's on/off status // will not switch on if broken/burned/empty /obj/machinery/light/proc/seton(s) on = (s && status == LIGHT_OK) update() /obj/machinery/light/get_cell() return cell // examine verb /obj/machinery/light/examine(mob/user) ..() switch(status) if(LIGHT_OK) to_chat(user, "It is turned [on? "on" : "off"].") if(LIGHT_EMPTY) to_chat(user, "The [fitting] has been removed.") if(LIGHT_BURNED) to_chat(user, "The [fitting] is burnt out.") if(LIGHT_BROKEN) to_chat(user, "The [fitting] has been smashed.") if(cell) to_chat(user, "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%.") // attack with item - insert light (if right type), otherwise try to break the light /obj/machinery/light/attackby(obj/item/W, mob/living/user, params) //Light replacer code if(istype(W, /obj/item/device/lightreplacer)) var/obj/item/device/lightreplacer/LR = W LR.ReplaceLight(src, user) // attempt to insert light else if(istype(W, /obj/item/light)) if(status == LIGHT_OK) to_chat(user, "There is a [fitting] already inserted!") else src.add_fingerprint(user) var/obj/item/light/L = W if(istype(L, light_type)) if(!user.temporarilyRemoveItemFromInventory(L)) return src.add_fingerprint(user) if(status != LIGHT_EMPTY) drop_light_tube(user) to_chat(user, "You replace [L].") else to_chat(user, "You insert [L].") status = L.status switchcount = L.switchcount rigged = L.rigged brightness = L.brightness on = has_power() update() qdel(L) if(on && rigged) explode() else to_chat(user, "This type of light requires a [fitting]!") // attempt to stick weapon into light socket else if(status == LIGHT_EMPTY) if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it. W.play_tool_sound(src, 75) user.visible_message("[user.name] opens [src]'s casing.", \ "You open [src]'s casing.", "You hear a noise.") deconstruct() else to_chat(user, "You stick \the [W] into the light socket!") if(has_power() && (W.flags_1 & CONDUCT_1)) do_sparks(3, TRUE, src) if (prob(75)) electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE) else return ..() /obj/machinery/light/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) var/obj/structure/light_construct/newlight = null var/cur_stage = 2 if(!disassembled) cur_stage = 1 switch(fitting) if("tube") newlight = new /obj/structure/light_construct(src.loc) newlight.icon_state = "tube-construct-stage[cur_stage]" if("bulb") newlight = new /obj/structure/light_construct/small(src.loc) newlight.icon_state = "bulb-construct-stage[cur_stage]" newlight.setDir(src.dir) newlight.stage = cur_stage if(!disassembled) newlight.obj_integrity = newlight.max_integrity * 0.5 if(status != LIGHT_BROKEN) break_light_tube() if(status != LIGHT_EMPTY) drop_light_tube() new /obj/item/stack/cable_coil(loc, 1, "red") transfer_fingerprints_to(newlight) if(cell) newlight.cell = cell cell.forceMove(newlight) cell = null qdel(src) /obj/machinery/light/attacked_by(obj/item/I, mob/living/user) ..() if(status == LIGHT_BROKEN || status == LIGHT_EMPTY) if(on && (I.flags_1 & CONDUCT_1)) if(prob(12)) electrocute_mob(user, get_area(src), src, 0.3, TRUE) /obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) . = ..() if(. && !QDELETED(src)) if(prob(damage_amount * 5)) break_light_tube() /obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) switch(status) if(LIGHT_EMPTY) playsound(loc, 'sound/weapons/smash.ogg', 50, 1) if(LIGHT_BROKEN) playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1) else playsound(loc, 'sound/effects/glasshit.ogg', 90, 1) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, 1) // 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.lightswitch && 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(!has_emergency_power(pwr)) return FALSE if(cell.charge > 300) //it's meant to handle 120 W, ya doofus visible_message("[src] short-circuits from too powerful of a power cell!") burn_out() return FALSE cell.use(pwr) set_light(brightness * 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)) set waitfor = 0 if(flickering) return flickering = 1 if(on && status == LIGHT_OK) for(var/i = 0; i < amount; i++) if(status != LIGHT_OK) break on = !on update(0) sleep(rand(5, 15)) on = (status == LIGHT_OK) update(0) flickering = 0 // ai attack - make lights flicker, because why not /obj/machinery/light/attack_ai(mob/user) no_emergency = !no_emergency to_chat(user, "Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].") update(FALSE) 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/living/carbon/human/user) . = ..() if(.) return user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(status == LIGHT_EMPTY) to_chat(user, "There is no [fitting] in this light.") 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.gloves) var/obj/item/clothing/gloves/G = H.gloves if(G.max_heat_protection_temperature) prot = (G.max_heat_protection_temperature > 360) else prot = 1 if(prot > 0) to_chat(user, "You remove the light [fitting].") else if(istype(user) && user.dna.check_mutation(TK)) to_chat(user, "You telekinetically remove the light [fitting].") else to_chat(user, "You try to remove the light [fitting], but you burn your hand on it!") var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage H.update_damage_overlays() return // if burned, don't remove the light else to_chat(user, "You remove the light [fitting].") // create a light tube/bulb item and put it in the user's hand drop_light_tube(user) /obj/machinery/light/proc/drop_light_tube(mob/user) var/obj/item/light/L = new light_type() L.status = status L.rigged = rigged L.brightness = brightness // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.forceMove(loc) if(user) //puts it in our active hand L.add_fingerprint(user) user.put_in_active_hand(L) status = LIGHT_EMPTY update() return L /obj/machinery/light/attack_tk(mob/user) if(status == LIGHT_EMPTY) to_chat(user, "There is no [fitting] in this light.") return to_chat(user, "You telekinetically remove the light [fitting].") // create a light tube/bulb item and put it in the user's hand var/obj/item/light/L = drop_light_tube() L.attack_tk(user) // break the light and make sparks if was on /obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0) if(status == LIGHT_EMPTY || status == LIGHT_BROKEN) return if(!skip_sound_and_sparks) if(status == LIGHT_OK || status == LIGHT_BURNED) playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1) if(on) do_sparks(3, TRUE, src) status = LIGHT_BROKEN update() /obj/machinery/light/proc/fix() if(status == LIGHT_OK) return status = LIGHT_OK brightness = initial(brightness) on = TRUE update() /obj/machinery/light/tesla_act(power, explosive = FALSE) if(explosive) explosion(src.loc,0,0,0,flame_range = 5, adminlog = 0) qdel(src) // called when area power state changes /obj/machinery/light/power_change() var/area/A = get_area(src) seton(A.lightswitch && A.power_light) // called when on fire /obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C break_light_tube() // explode the light /obj/machinery/light/proc/explode() set waitfor = 0 var/turf/T = get_turf(src.loc) break_light_tube() // 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/light icon = 'icons/obj/lighting.dmi' force = 2 throwforce = 5 w_class = WEIGHT_CLASS_TINY var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched materials = list(MAT_GLASS=100) grind_results = list("silicon" = 5, "nitrogen" = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs var/rigged = 0 // true if rigged to explode var/brightness = 2 //how much light it gives off /obj/item/light/suicide_act(mob/living/carbon/user) if (status == LIGHT_BROKEN) user.visible_message("[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!") return BRUTELOSS else user.visible_message("[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!") shatter() return BRUTELOSS /obj/item/light/tube name = "light tube" desc = "A replacement light tube." icon_state = "ltube" base_state = "ltube" item_state = "c_tube" brightness = 8 /obj/item/light/tube/broken status = LIGHT_BROKEN /obj/item/light/bulb name = "light bulb" desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' brightness = 4 /obj/item/light/bulb/broken status = LIGHT_BROKEN /obj/item/light/throw_impact(atom/hit_atom) if(!..()) //not caught by a mob shatter() // update the icon state and description of the light /obj/item/light/proc/update() switch(status) if(LIGHT_OK) icon_state = base_state desc = "A replacement [name]." if(LIGHT_BURNED) icon_state = "[base_state]-burned" desc = "A burnt-out [name]." if(LIGHT_BROKEN) icon_state = "[base_state]-broken" desc = "A broken [name]." /obj/item/light/Initialize() . = ..() update() // attack bulb/tube with object // if a syringe, can inject plasma to make it explode /obj/item/light/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/reagent_containers/syringe)) var/obj/item/reagent_containers/syringe/S = I to_chat(user, "You inject the solution into \the [src].") if(S.reagents.has_reagent("plasma", 5)) rigged = 1 S.reagents.clear_reagents() else ..() return /obj/item/light/attack(mob/living/M, mob/living/user, def_zone) ..() shatter() /obj/item/light/attack_obj(obj/O, mob/living/user) ..() shatter() /obj/item/light/proc/shatter() if(status == LIGHT_OK || status == LIGHT_BURNED) visible_message("[src] shatters.","You hear a small glass object shatter.") status = LIGHT_BROKEN force = 5 playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1) update() /obj/machinery/light/floor name = "floor light" icon = 'icons/obj/lighting.dmi' base_state = "floor" // base description and icon_state icon_state = "floor" brightness = 4 layer = 2.5 light_type = /obj/item/light/bulb fitting = "bulb"