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Yogstation/code/modules/power/lighting.dm
Robustin 7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00

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// The lighting system
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
// 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 = 1
/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(A.dynamic_lighting != DYNAMIC_LIGHTING_ENABLED)
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 = 1
layer = WALL_OBJ_LAYER
obj_integrity = 200
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
/obj/structure/light_construct/New(loc, ndir, building)
..()
if(building)
setDir(ndir)
/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.")
/obj/structure/light_construct/attackby(obj/item/weapon/W, mob/user, params)
add_fingerprint(user)
switch(stage)
if(1)
if(istype(W, /obj/item/weapon/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/weapon/wrench))
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
return
if(istype(W, /obj/item/weapon/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/weapon/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)
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 & NODECONSTRUCT))
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 = 1
layer = WALL_OBJ_LAYER
obj_integrity = 100
max_integrity = 100
use_power = 2
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 = 0 // 1 if on, 0 if off
var/on_gs = 0
var/static_power_used = 0
var/brightness = 8 // luminosity when on, also used in power calculation
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/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 = 0 // true if rigged to explode
// 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/weapon/light/bulb
/obj/machinery/light/Move()
if(status != LIGHT_BROKEN)
break_light_tube(1)
return ..()
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
update(0)
..()
/obj/machinery/light/small/built/New()
status = LIGHT_EMPTY
update(0)
..()
// create a new lighting fixture
/obj/machinery/light/New()
..()
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 = 0
// A.update_lights()
return ..()
/obj/machinery/light/update_icon()
switch(status) // set icon_states
if(LIGHT_OK)
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
on = 0
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
on = 0
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
on = 0
return
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = 1)
update_icon()
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 = 2
set_light(brightness)
else
use_power = 1
set_light(0)
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/proc/burn_out()
if(status == LIGHT_OK)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
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()
// 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.")
// 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/weapon/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/weapon/light/L = W
if(istype(L, light_type))
if(!user.drop_item())
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/weapon/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 & CONDUCT))
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 & NODECONSTRUCT))
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)
qdel(src)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
..()
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
if(on && (I.flags & CONDUCT))
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 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
/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)
src.flicker(1)
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/weapon/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/weapon/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 = 1
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/weapon/light
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
materials = list(MAT_GLASS=100)
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
brightness = 8
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
brightness = 4
/obj/item/weapon/light/throw_impact(atom/hit_atom)
if(!..()) //not caught by a mob
shatter()
// update the icon state and description of the light
/obj/item/weapon/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/weapon/light/New()
..()
update()
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
/obj/item/weapon/light/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/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/weapon/light/attack(mob/living/M, mob/living/user, def_zone)
..()
shatter()
/obj/item/weapon/light/attack_obj(obj/O, mob/living/user)
..()
shatter()
/obj/item/weapon/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
src.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/weapon/light/bulb
fitting = "bulb"