Files
Yogstation/code/modules/power/lighting.dm
2018-01-31 09:04:51 -06:00

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// 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, "<span class='warning'>You cannot place [src] in this area!</span>")
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, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
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, "<span class='warning'>This [name] can't support a power cell!</span>")
return
if(W.flags_1 & NODROP_1)
to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
return
user.dropItemToGround(W)
if(cell)
user.visible_message("<span class='notice'>[user] swaps [W] out for [src]'s cell.</span>", \
"<span class='notice'>You swap [src]'s power cells.</span>")
cell.forceMove(drop_location())
user.put_in_hands(cell)
else
user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
"<span class='notice'>You add [W] to [src].</span>")
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))
playsound(src.loc, W.usesound, 75, 1)
to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
if (!do_after(usr, 30*W.toolspeed, target = src))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
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))
switch(fixture_type)
if ("tube")
icon_state = "tube-construct-stage2"
if("bulb")
icon_state = "bulb-construct-stage2"
stage = 2
user.visible_message("[user.name] adds wires to [src].", \
"<span class='notice'>You add wires to [src].</span>")
else
to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
return
if(2)
if(istype(W, /obj/item/wrench))
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
return
if(istype(W, /obj/item/wirecutters))
stage = 1
switch(fixture_type)
if ("tube")
icon_state = "tube-construct-stage1"
if("bulb")
icon_state = "bulb-construct-stage1"
new /obj/item/stack/cable_coil(get_turf(loc), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
playsound(loc, W.usesound, 100, 1)
return
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes [src]'s casing.", \
"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
playsound(loc, W.usesound, 75, 1)
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/base_state = "tube" // base description and icon_state
icon_state = "tube1"
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/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
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness = 4
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
/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()
switch(status) // set icon_states
if(LIGHT_OK)
if(emergency_mode)
icon_state = "[base_state]_emergency"
else
icon_state = "[base_state][on]"
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 = 1)
switch(status)
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(on)
if(!light || light.light_range != brightness)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
explode()
else if( prob( min(60, switchcount*switchcount*0.01) ) )
if(trigger)
burn_out()
else
use_power = ACTIVE_POWER_USE
set_light(brightness, bulb_power, bulb_colour)
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 [(cell.charge / cell.maxcharge) * 100]%.")
// 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, "<span class='warning'>There is a [fitting] already inserted!</span>")
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, "<span class='notice'>You replace [L].</span>")
else
to_chat(user, "<span class='notice'>You insert [L].</span>")
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, "<span class='warning'>This type of light requires a [fitting]!</span>")
// 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.
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
deconstruct()
else
to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
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("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
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, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
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)
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, "<span class='notice'>You remove the light [fitting].</span>")
else if(istype(user) && user.dna.check_mutation(TK))
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
else
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
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, "<span class='notice'>You remove the light [fitting].</span>")
// 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, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
// 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("<span class='suicide'>[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
else
user.visible_message("<span class='suicide'>[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!</span>")
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, "<span class='notice'>You inject the solution into \the [src].</span>")
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("<span class='danger'>[name] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
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 = "floor1"
brightness = 4
layer = 2.5
light_type = /obj/item/light/bulb
fitting = "bulb"