// 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/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)
user << "It's an empty frame."
if(2)
user << "It's wired."
if(3)
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)
usr << "You begin deconstructing [src]..."
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].", \
"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))
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].", \
"You add wires to [src].")
else
user << "You need one length of cable to wire [src]!"
return
if(2)
if(istype(W, /obj/item/weapon/wrench))
usr << "You have to remove the wires first!"
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].", \
"You remove the wiring from [src].", "You hear clicking.")
playsound(loc, W.usesound, 100, 1)
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear screwing.")
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.luminosity != 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
SetLuminosity(brightness)
else
use_power = 1
SetLuminosity(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
SetLuminosity(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)
user << "It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
user << "The [fitting] has been removed."
if(LIGHT_BURNED)
user << "The [fitting] is burnt out."
if(LIGHT_BROKEN)
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)
user << "There is a [fitting] already inserted!"
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)
user << "You replace [L]."
else
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
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/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.", \
"You open [src]'s casing.", "You hear a noise.")
deconstruct()
else
user << "You stick \the [W] into the light socket!"
if(has_power() && (W.flags & CONDUCT))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
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)
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)
user << "You remove the light [fitting]."
else if(istype(user) && user.dna.check_mutation(TK))
user << "You telekinetically remove the light [fitting]."
else
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
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/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()
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
return
user << "You telekinetically remove the light [fitting]."
// create a light tube/bulb item and put it in the user's hand
drop_light_tube()
// 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)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
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
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/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("[name] shatters.","You hear a small glass object shatter.")
status = LIGHT_BROKEN
force = 5
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
update()