// 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()