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* wrah wah wah waaaah * fences, new mountain turfs, sprites, top-side finished, misc stuff * quick fix * cut my life into pieces, this is my last resort * lots of work done to the underground segment, more fluff bits and topside work * removing depreciated bits and tgm conversion * step_off * damn these dirty VARS * changes n stuff * wanna build a plasmaman? * decals commit fix * map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen * tgm conversion * new barricade sprites, final map edits before testing * mountain wall fix * Update snow_storm.dm i ate too mucha pasta
800 lines
23 KiB
Plaintext
800 lines
23 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/light)
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#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
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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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/obj/item/wallframe/light_fixture
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name = "light fixture frame"
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desc = "Used for building lights."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-item"
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result_path = /obj/structure/light_construct
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inverse = TRUE
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/obj/item/wallframe/light_fixture/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-item"
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result_path = /obj/structure/light_construct/small
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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
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/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
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if(!..())
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return
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var/area/A = get_area(user)
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if(!IS_DYNAMIC_LIGHTING(A))
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to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
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return
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return TRUE
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/obj/structure/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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layer = WALL_OBJ_LAYER
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max_integrity = 200
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
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var/stage = 1
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var/fixture_type = "tube"
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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/stock_parts/cell/cell
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var/cell_connectors = TRUE
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/obj/structure/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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if(building)
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setDir(ndir)
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/structure/light_construct/get_cell()
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return cell
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/obj/structure/light_construct/examine(mob/user)
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..()
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switch(src.stage)
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if(1)
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to_chat(user, "It's an empty frame.")
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if(2)
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to_chat(user, "It's wired.")
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if(3)
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to_chat(user, "The casing is closed.")
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if(cell_connectors)
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if(cell)
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to_chat(user, "You see [cell] inside the casing.")
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else
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to_chat(user, "The casing has no power cell for backup power.")
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else
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to_chat(user, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
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return
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/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/stock_parts/cell))
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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(W.flags_1 & NODROP_1)
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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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user.dropItemToGround(W)
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if(cell)
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user.visible_message("<span class='notice'>[user] swaps [W] out for [src]'s cell.</span>", \
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"<span class='notice'>You swap [src]'s power cells.</span>")
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cell.forceMove(drop_location())
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user.put_in_hands(cell)
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else
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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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switch(stage)
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if(1)
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if(istype(W, /obj/item/wrench))
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playsound(src.loc, W.usesound, 75, 1)
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to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
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if (!do_after(usr, 30*W.toolspeed, target = src))
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return
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new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
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playsound(src.loc, 'sound/items/deconstruct.ogg', 75, 1)
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qdel(src)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.use(1))
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switch(fixture_type)
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if ("tube")
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icon_state = "tube-construct-stage2"
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if("bulb")
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icon_state = "bulb-construct-stage2"
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stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"<span class='notice'>You add wires to [src].</span>")
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else
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to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
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return
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if(2)
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if(istype(W, /obj/item/wrench))
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to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
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return
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if(istype(W, /obj/item/wirecutters))
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stage = 1
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switch(fixture_type)
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if ("tube")
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icon_state = "tube-construct-stage1"
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if("bulb")
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icon_state = "bulb-construct-stage1"
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new /obj/item/stack/cable_coil(get_turf(loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
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playsound(loc, W.usesound, 100, 1)
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return
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if(istype(W, /obj/item/screwdriver))
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user.visible_message("[user.name] closes [src]'s casing.", \
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"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
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playsound(loc, W.usesound, 75, 1)
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(loc)
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if ("bulb")
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newlight = new /obj/machinery/light/small/built(loc)
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newlight.setDir(dir)
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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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return ..()
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/obj/structure/light_construct/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/structure/light_construct/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/metal(loc, sheets_refunded)
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qdel(src)
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-stage1"
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fixture_type = "bulb"
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sheets_refunded = 1
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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.dmi'
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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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layer = WALL_OBJ_LAYER
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 20
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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 = FALSE // 1 if on, 0 if off
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var/on_gs = FALSE
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var/static_power_used = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/bulb_power = 1 // basically the alpha of the emitted light source
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var/bulb_colour = "#FFFFFF" // befault colour of the light.
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = FALSE
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var/light_type = /obj/item/light/tube // the type of light item
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var/fitting = "tube"
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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 = FALSE // true if rigged to explode
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var/obj/item/stock_parts/cell/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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/obj/machinery/light/broken
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status = LIGHT_BROKEN
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icon_state = "tube-broken"
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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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fitting = "bulb"
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brightness = 4
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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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/obj/machinery/light/small/broken
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status = LIGHT_BROKEN
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icon_state = "bulb-broken"
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/obj/machinery/light/Move()
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if(status != LIGHT_BROKEN)
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break_light_tube(1)
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return ..()
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/obj/machinery/light/built
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icon_state = "tube-empty"
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start_with_cell = FALSE
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/obj/machinery/light/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/small/built
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icon_state = "bulb-empty"
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/obj/machinery/light/small/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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// create a new lighting fixture
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/obj/machinery/light/Initialize()
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. = ..()
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/stock_parts/cell/emergency_light(src)
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spawn(2)
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switch(fitting)
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if("tube")
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brightness = 8
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if(prob(2))
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break_light_tube(1)
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if("bulb")
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brightness = 4
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if(prob(5))
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break_light_tube(1)
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spawn(1)
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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 = FALSE
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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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if(emergency_mode)
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icon_state = "[base_state]_emergency"
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else
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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return
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(trigger = 1)
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switch(status)
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if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
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on = FALSE
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emergency_mode = FALSE
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if(on)
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if(!light || light.light_range != brightness)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(trigger)
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burn_out()
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else
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use_power = ACTIVE_POWER_USE
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set_light(brightness, bulb_power, bulb_colour)
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else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
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use_power = IDLE_POWER_USE
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emergency_mode = TRUE
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else
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use_power = IDLE_POWER_USE
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set_light(0)
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update_icon()
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active_power_usage = (brightness * 10)
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if(on != on_gs)
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on_gs = on
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if(on)
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static_power_used = brightness * 20 //20W per unit luminosity
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addStaticPower(static_power_used, STATIC_LIGHT)
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else
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removeStaticPower(static_power_used, STATIC_LIGHT)
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/obj/machinery/light/process()
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if(has_power() && cell)
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cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
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if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
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update(FALSE) //Disables emergency mode and sets the color to normal
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/obj/machinery/light/proc/burn_out()
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if(status == LIGHT_OK)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = FALSE
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set_light(0)
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(s)
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on = (s && status == LIGHT_OK)
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update()
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/obj/machinery/light/get_cell()
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return cell
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// examine verb
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/obj/machinery/light/examine(mob/user)
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..()
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switch(status)
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if(LIGHT_OK)
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to_chat(user, "It is turned [on? "on" : "off"].")
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if(LIGHT_EMPTY)
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to_chat(user, "The [fitting] has been removed.")
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if(LIGHT_BURNED)
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to_chat(user, "The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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to_chat(user, "The [fitting] has been smashed.")
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if(cell)
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to_chat(user, "Its backup power charge meter reads [(cell.charge / cell.maxcharge) * 100]%.")
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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var/obj/item/device/lightreplacer/LR = W
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LR.ReplaceLight(src, user)
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// attempt to insert light
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else if(istype(W, /obj/item/light))
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if(status == LIGHT_OK)
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to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
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else
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src.add_fingerprint(user)
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var/obj/item/light/L = W
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if(istype(L, light_type))
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if(!user.temporarilyRemoveItemFromInventory(L))
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return
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src.add_fingerprint(user)
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if(status != LIGHT_EMPTY)
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drop_light_tube(user)
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to_chat(user, "<span class='notice'>You replace [L].</span>")
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else
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to_chat(user, "<span class='notice'>You insert [L].</span>")
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status = L.status
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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on = has_power()
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update()
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qdel(L)
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if(on && rigged)
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explode()
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else
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to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
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playsound(src.loc, W.usesound, 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
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deconstruct()
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else
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to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
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if(has_power() && (W.flags_1 & CONDUCT_1))
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do_sparks(3, TRUE, src)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
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else
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return ..()
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/obj/machinery/light/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/obj/structure/light_construct/newlight = null
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var/cur_stage = 2
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if(!disassembled)
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cur_stage = 1
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switch(fitting)
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if("tube")
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newlight = new /obj/structure/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage[cur_stage]"
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if("bulb")
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newlight = new /obj/structure/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage[cur_stage]"
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newlight.setDir(src.dir)
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newlight.stage = cur_stage
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if(!disassembled)
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newlight.obj_integrity = newlight.max_integrity * 0.5
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if(status != LIGHT_BROKEN)
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break_light_tube()
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if(status != LIGHT_EMPTY)
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|
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"
|