mirror of
https://github.com/goonstation/goonstation-2020.git
synced 2026-07-15 17:12:21 +01:00
1185 lines
30 KiB
Plaintext
1185 lines
30 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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// light_status values shared between lighting fixtures and items
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// defines moved to _setup.dm by ZeWaka
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/obj/item/light_parts
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name = "fixture parts"
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-fixture"
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mats = 4
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var/installed_icon_state = "tube-empty"
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var/installed_base_state = "tube"
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desc = "Parts of a lighting fixture"
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var/fixture_type = /obj/machinery/light
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var/light_type = /obj/item/light/tube
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var/fitting = "tube"
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// For metal sheets. Can't easily change an item's vars the way it's set up (Convair880).
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/obj/item/light_parts/bulb
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icon_state = "bulb-fixture"
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fixture_type = /obj/machinery/light/small
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installed_icon_state = "bulb1"
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installed_base_state = "bulb"
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fitting = "bulb"
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light_type = /obj/item/light/bulb
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/obj/item/light_parts/floor
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icon_state = "floor-fixture"
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fixture_type = /obj/machinery/light/small/floor/netural
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installed_icon_state = "floor1"
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installed_base_state = "floor"
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fitting = "floor"
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light_type = /obj/item/light/bulb
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/obj/item/light_parts/proc/copy_light(obj/machinery/light/target)
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installed_icon_state = target.icon_state
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installed_base_state = target.base_state
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light_type = target.light_type
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fixture_type = target.type
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fitting = target.fitting
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if (fitting == "tube")
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icon_state = "tube-fixture"
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else if (fitting == "floor")
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icon_state = "floor-fixture"
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else
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icon_state = "bulb-fixture"
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//MBC : moving lights to consume power inside as an area-wide process() instead of each individual light processing its own shit
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/obj/machinery/light_area_manager
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#define LIGHTING_POWER_FACTOR 40
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event_handler_flags = IMMUNE_SINGULARITY
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invisibility = 100
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var/area/my_area = 0
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var/list/lights = list()
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var/brightness_placeholder = 1 //hey, maybe later use this in a way that is more optimized than iterating through each individual light
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/obj/machinery/light_area_manager/ex_act(severity)
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return
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/obj/machinery/light_area_manager/process()
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if(my_area.power_light && my_area.lightswitch)
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..()
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var/thepower = src.brightness_placeholder * LIGHTING_POWER_FACTOR
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use_power(thepower * lights.len, LIGHT)
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// the standard tube light fixture
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/var/global/stationLights = new/list()
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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 = 1
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layer = EFFECTS_LAYER_UNDER_1 // They were appearing under mobs which is a little weird - Ostaf
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var/on = 0 // 1 if on, 0 if off
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var/brightness = 1.6 // luminosity when on, also used in power calculation
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var/light_status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/obj/item/light/light_type = /obj/item/light/tube // the type of the inserted light item
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var/allowed_type = /obj/item/light/tube // the type of allowed light items
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var/light_name = "light tube" // the name of the inserted 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/wallmounted = 1
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var/candismantle
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var/rigged = 0 // true if rigged to explode
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var/mob/rigger = null // mob responsible for the explosion
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power_usage = 0
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power_channel = LIGHT
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var/removable_bulb = 1
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var/datum/light/point/light
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New()
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..()
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if (src.loc.z == 1)
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stationLights += src
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var/area/A = get_area(src)
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if (A)
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UnsubscribeProcess()
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A.add_light(src)
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disposing()
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if (src in stationLights)
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stationLights -= src
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var/area/A = get_area(src)
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if (A)
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A.remove_light(src)
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if (light)
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light.dispose()
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..()
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//regular light bulbs
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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 = 1.2
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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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allowed_type = /obj/item/light/bulb
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light_name = "light bulb"
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netural
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name = "incandescent light bulb"
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light_type = /obj/item/light/bulb/neutral
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greenish
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name = "greenish incandescent light bulb"
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light_type = /obj/item/light/bulb/greenish
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blueish
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name = "blueish fluorescent light bulb"
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light_type = /obj/item/light/bulb/blueish
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purpleish
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name = "purpleish fluorescent light bulb"
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light_type = /obj/item/light/bulb/purpleish
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warm
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name = "fluorescent light bulb"
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light_type = /obj/item/light/bulb/warm
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very
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name = "warm fluorescent light bulb"
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light_type = /obj/item/light/bulb/warm/very
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cool
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name = "cool incandescent light bulb"
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light_type = /obj/item/light/bulb/cool
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very
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name = "very cool incandescent light bulb"
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light_type = /obj/item/light/bulb/cool/very
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harsh
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name = "harsh incandescent light bulb"
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light_type = /obj/item/light/bulb/harsh
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very
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name = "very harsh incandescent light bulb"
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light_type = /obj/item/light/bulb/harsh/very
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//floor lights
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/obj/machinery/light/small/floor
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icon_state = "floor1"
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base_state = "floor"
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desc = "A small lighting fixture, embedded in the floor."
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plane = PLANE_FLOOR
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allowed_type = /obj/item/light/bulb
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New()
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..()
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netural
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name = "incandescent light fixture"
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light_type = /obj/item/light/bulb/neutral
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greenish
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name = "greenish incandescent light fixture"
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light_type = /obj/item/light/bulb/greenish
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blueish
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name = "blueish fluorescent light fixture"
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light_type = /obj/item/light/bulb/blueish
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purpleish
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name = "purpleish fluorescent light fixture"
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light_type = /obj/item/light/bulb/purpleish
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warm
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name = "fluorescent light fixture"
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light_type = /obj/item/light/bulb/warm
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very
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name = "warm fluorescent light fixture"
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light_type = /obj/item/light/bulb/warm/very
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cool
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name = "cool incandescent light fixture"
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light_type = /obj/item/light/bulb/cool
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very
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name = "very cool incandescent light fixture"
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light_type = /obj/item/light/bulb/cool/very
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harsh
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name = "harsh incandescent light fixture"
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light_type = /obj/item/light/bulb/harsh
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very
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name = "very harsh incandescent light fixture"
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light_type = /obj/item/light/bulb/harsh/very
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/obj/machinery/light/emergency
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icon_state = "ebulb1"
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base_state = "ebulb"
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fitting = "bulb"
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brightness = 1
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desc = "A small light used to illuminate in emergencies."
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light_type = /obj/item/light/bulb/emergency
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allowed_type = /obj/item/light/bulb/emergency
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light_name = "emergency light bulb"
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on = 0
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removable_bulb = 0
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exitsign
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name = "illuminated exit sign"
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desc = "This sign points the way to the escape shuttle."
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brightness = 1.3
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/obj/machinery/light/runway_light
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name = "runway light"
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desc = "A small light used to guide pods into hangars."
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icon_state = "runway10"
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base_state = "runway1"
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fitting = "bulb"
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brightness = 0.5
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light_type = /obj/item/light/bulb
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allowed_type = /obj/item/light/bulb
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light_name = "light bulb"
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on = 1
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wallmounted = 0
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removable_bulb = 0
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delay2
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icon_state = "runway20"
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base_state = "runway2"
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delay3
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icon_state = "runway30"
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base_state = "runway3"
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delay4
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icon_state = "runway40"
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base_state = "runway4"
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delay5
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icon_state = "runway50"
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base_state = "runway5"
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/obj/machinery/light/beacon
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name = "tripod light"
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desc = "A large portable light tripod."
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density = 1
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anchored = 1
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icon_state = "tripod1"
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base_state = "tripod"
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fitting = "bulb"
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wallmounted = 0
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brightness = 1.5
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light_type = /obj/item/light/big_bulb
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allowed_type = /obj/item/light/big_bulb
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light_name = "beacon bulb"
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power_usage = 0
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attackby(obj/item/W, mob/user)
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if (issilicon(user))
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return
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if (istype(W, /obj/item/wrench))
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add_fingerprint(user)
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src.anchored = !src.anchored
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if (!src.anchored)
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boutput(user, "<span style=\"color:red\">[src] can now be moved.</span>")
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src.on = 0
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else
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boutput(user, "<span style=\"color:red\">[src] is now secured.</span>")
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src.on = 1
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update()
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else
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return ..()
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has_power()
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return src.anchored
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//Older lighting that doesn't power up so well anymore.
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/obj/machinery/light/worn
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desc = "A rather old-looking lighting fixture."
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brightness = 1
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switchcount = 50 //break probability is ((50*50*0.01)/2) = 12.5% Azungar edit: ((50*50*0.01)/4) = 6.25%
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// the desk lamp
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/obj/machinery/light/lamp
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name = "desk lamp"
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icon_state = "lamp1"
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base_state = "lamp"
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fitting = "bulb"
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brightness = 1
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desc = "A desk lamp"
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light_type = /obj/item/light/bulb
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allowed_type = /obj/item/light/bulb
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light_name = "light bulb"
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wallmounted = 0
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deconstruct_flags = DECON_SIMPLE
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var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
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bright
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brightness = 1.8
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switchon = 1
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// green-shaded desk lamp
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/obj/machinery/light/lamp/green
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icon_state = "green1"
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base_state = "green"
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desc = "A green-shaded desk lamp"
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light_name = "green light bulb"
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New()
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..()
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light.set_color(0.45, 0.85, 0.25)
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//special lights w very specific colors. made for sealab!
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/obj/machinery/light/incandescent
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light_type = /obj/item/light/tube
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allowed_type = /obj/item/light/tube
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var/nostick = 0 //If set to true, overrides the autopositioning.
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New()
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//auto position these lights so i don't have to mess with dirs in the map editor that's annoying!!!
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if (!nostick) // unless nostick is set in which case... dont
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SPAWN_DBG(1 DECI SECOND) //wait for the wingrille spawners to complete when map is loading (ugly i am sorry)
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var/turf/T = null
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for (var/dir in cardinal)
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T = get_step(src,dir)
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if (istype(T,/turf/simulated/wall) || (locate(/obj/wingrille_spawn) in T) || (locate(/obj/window) in T))
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src.dir = dir
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if (dir == EAST)
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src.pixel_x = 10
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else if (dir == WEST)
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src.pixel_x = -10
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else if (dir == NORTH)
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src.pixel_y = 21
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break
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T = null
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..()
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name = "incandescent light fixture"
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light_type = /obj/item/light/tube/neutral
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netural
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name = "incandescent light fixture"
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light_type = /obj/item/light/tube/neutral
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greenish
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name = "greenish incandescent light fixture"
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light_type = /obj/item/light/tube/greenish
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blueish
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name = "blueish fluorescent light fixture"
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light_type = /obj/item/light/tube/blueish
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purpleish
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name = "purpleish fluorescent light fixture"
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light_type = /obj/item/light/tube/purpleish
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warm
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name = "fluorescent light fixture"
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light_type = /obj/item/light/tube/warm
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very
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name = "warm fluorescent light fixture"
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light_type = /obj/item/light/tube/warm/very
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cool
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name = "cool incandescent light fixture"
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light_type = /obj/item/light/tube/cool
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very
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name = "very cool incandescent light fixture"
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light_type = /obj/item/light/tube/cool/very
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harsh
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name = "harsh incandescent light fixture"
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light_type = /obj/item/light/tube/harsh
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very
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name = "very harsh incandescent light fixture"
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light_type = /obj/item/light/tube/harsh/very
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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 = 1.2
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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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light_name = "light bulb"
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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light = new
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light.set_brightness(brightness)
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light.set_color(initial(src.light_type.color_r), initial(src.light_type.color_g), initial(src.light_type.color_b))
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light.set_height(2.4)
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light.attach(src)
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SPAWN_DBG(1 DECI SECOND)
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update()
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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()
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switch(light_status) // set icon_states
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if(LIGHT_OK)
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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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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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// if the state changed, inc the switching counter
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//if(src.light.enabled != on)
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switchcount++
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if (on)
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light.enable()
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else
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light.disable()
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SPAWN_DBG(0)
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// now check to see if the bulb is burned out
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if(light_status == LIGHT_OK)
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if(on && rigged)
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if (rigger)
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message_admins("[key_name(rigger)]'s rigged bulb exploded in [src.loc.loc], [showCoords(src.x, src.y, src.z)].")
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logTheThing("combat", rigger, null, "'s rigged bulb exploded in [rigger.loc.loc] ([showCoords(src.x, src.y, src.z)])")
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explode()
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if(on && prob( min(25, (switchcount*switchcount*0.01)/4) ) ) // reduced max probability from 60 to 25, cut sensitivity to switchcount in half. Azungar was here and switched it from divided by 2 to 4 as it was still too much.
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light_status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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light.disable()
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var/datum/effects/system/spark_spread/s = unpool(/datum/effects/system/spark_spread)
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s.set_up(3, 1, src)
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s.start()
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logTheThing("station", null, null, "Light '[name]' burnt out (switchcount: [switchcount]) at ([showCoords(src.x, src.y, src.z)])")
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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(var/s)
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on = (s && light_status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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set category = "Local"
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if(usr && !usr.stat)
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switch(light_status)
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if(LIGHT_OK)
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boutput(usr, "[desc] It is turned [on? "on" : "off"].")
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if(LIGHT_EMPTY)
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boutput(usr, "[desc] The [fitting] has been removed.")
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if(LIGHT_BURNED)
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boutput(usr, "[desc] The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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boutput(usr, "[desc] The [fitting] has been smashed.")
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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/user)
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if (issilicon(user) && !isghostdrone(user))
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return
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/*if (isghostdrone(user))
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return src.attack_hand(user)
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else
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return*/
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// see if there's a magtractor involved and if so save it for later as mag
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var/obj/item/magtractor/mag
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if (istype(W, /obj/item/magtractor))
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mag = W
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if (!mag.holding)
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return src.attack_hand(user)
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else
|
|
W = mag.holding
|
|
|
|
// attempt to insert light
|
|
if(istype(W, /obj/item/light))
|
|
if(light_status != LIGHT_EMPTY || light_status == LIGHT_BROKEN)
|
|
src.add_fingerprint(user)
|
|
var/obj/item/light/OL = new light_type()
|
|
OL.name = light_name
|
|
OL.light_status = light_status
|
|
OL.rigged = rigged
|
|
//rigged = 0
|
|
OL.rigger = rigger
|
|
rigger = null
|
|
OL.color_r = src.light.r
|
|
OL.color_g = src.light.g
|
|
OL.color_b = src.light.b
|
|
//user.put_in_hand_or_drop(OL)
|
|
|
|
var/obj/item/light/L = W
|
|
if(istype(L, allowed_type))
|
|
light_name = L.name
|
|
light_status = L.light_status
|
|
boutput(user, "You insert the [L.name].")
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
rigger = L.rigger
|
|
light.set_color(L.color_r, L.color_g, L.color_b)
|
|
user.u_equip(L)
|
|
qdel(L)
|
|
user.put_in_hand_or_drop(OL)
|
|
OL.switchcount = switchcount
|
|
switchcount = 0
|
|
OL.update()
|
|
on = has_power()
|
|
update()
|
|
if(on && rigged)
|
|
if (rigger)
|
|
message_admins("[key_name(rigger)]'s rigged bulb exploded in [src.loc.loc], [showCoords(src.x, src.y, src.z)].")
|
|
logTheThing("combat", rigger, null, "'s rigged bulb exploded in [rigger.loc.loc] ([showCoords(src.x, src.y, src.z)])")
|
|
explode()
|
|
else
|
|
boutput(user, "This type of light requires a [fitting].")
|
|
return
|
|
else
|
|
src.add_fingerprint(user)
|
|
var/obj/item/light/L = W
|
|
if(istype(L, allowed_type))
|
|
light_name = L.name
|
|
light_status = L.light_status
|
|
boutput(user, "You insert the [L.name].")
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
rigger = L.rigger
|
|
light.set_color(L.color_r, L.color_g, L.color_b)
|
|
user.u_equip(L)
|
|
qdel(L)
|
|
|
|
on = has_power()
|
|
update()
|
|
if(on && rigged)
|
|
if (rigger)
|
|
message_admins("[key_name(rigger)]'s rigged bulb exploded in [src.loc.loc], [showCoords(src.x, src.y, src.z)].")
|
|
logTheThing("combat", rigger, null, "'s rigged bulb exploded in [rigger.loc.loc] ([showCoords(src.x, src.y, src.z)])")
|
|
explode()
|
|
else
|
|
boutput(user, "This type of light requires a [fitting].")
|
|
return
|
|
|
|
// attempt to break the light
|
|
|
|
else if(light_status != LIGHT_BROKEN && light_status != LIGHT_EMPTY)
|
|
|
|
|
|
if(prob(1+W.force * 5))
|
|
|
|
boutput(user, "You hit the light, and it smashes!")
|
|
for(var/mob/M in AIviewers(src))
|
|
if(M == user)
|
|
continue
|
|
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
|
|
if(on && (W.flags & CONDUCT))
|
|
if(!user.bioHolder.HasEffect("resist_electric"))
|
|
src.electrocute(user, 50, null, 20000)
|
|
broken()
|
|
|
|
|
|
else
|
|
boutput(user, "You hit the light!")
|
|
|
|
// attempt to stick weapon into light socket
|
|
else if(light_status == LIGHT_EMPTY)
|
|
if (isscrewingtool(W))
|
|
if (has_power())
|
|
boutput(user, "That's not safe with the power on!")
|
|
return
|
|
if (candismantle)
|
|
boutput(user, "You begin to unscrew the fixture from the wall...")
|
|
playsound(src.loc, "sound/items/Screwdriver.ogg", 50, 1)
|
|
if (!do_after(user, 20))
|
|
return
|
|
boutput(user, "You unscrew the fixture from the wall.")
|
|
var/obj/item/light_parts/parts = new /obj/item/light_parts(get_turf(src))
|
|
parts.copy_light(src)
|
|
qdel(src)
|
|
return
|
|
else
|
|
boutput(user, "You can't seem to dismantle it.")
|
|
|
|
|
|
boutput(user, "You stick \the [W.name] into the light socket!")
|
|
if(has_power() && (W.flags & CONDUCT))
|
|
var/datum/effects/system/spark_spread/s = unpool(/datum/effects/system/spark_spread)
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
if(!user.bioHolder.HasEffect("resist_electric"))
|
|
src.electrocute(user, 75, null, 20000)
|
|
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/pow_stat = powered(LIGHT)
|
|
if (pow_stat && wire_powered)
|
|
return 1
|
|
var/area/A = get_area(src)
|
|
return A ? A.lightswitch && A.power_light : 0
|
|
|
|
// ai attack - do nothing
|
|
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
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/user)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if (isghostdrone(user))
|
|
var/obj/item/magtractor/mag = user.equipped()
|
|
if (!istype(mag) || mag.holding) // they aren't holding a magtractor or the magtractor already has something in it
|
|
return // so there's no room for a bulb
|
|
|
|
interact_particle(user,src)
|
|
|
|
if(light_status == LIGHT_EMPTY)
|
|
boutput(user, "There is no [fitting] in this light.")
|
|
return
|
|
|
|
// hey don't run around and steal all the emergency bolts you jerk
|
|
if(!removable_bulb)
|
|
boutput(user, "The bulb is firmly locked into place and cannot be removed.")
|
|
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
|
|
|
|
prot = (G.getProperty("heatprot") >= 7) // *** TODO: better handling of glove heat protection
|
|
else
|
|
prot = 1
|
|
|
|
if (prot > 0 || user.is_heat_resistant())
|
|
boutput(user, "You remove the light [fitting].")
|
|
else
|
|
boutput(user, "You try to remove the light [fitting], but you burn your hand on it!")
|
|
H.UpdateDamageIcon()
|
|
H.TakeDamage(user.hand == 1 ? "l_arm" : "r_arm", 0, 5)
|
|
H.updatehealth()
|
|
return // if burned, don't remove the light
|
|
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/light/L = new light_type()
|
|
L.name = light_name
|
|
L.light_status = light_status
|
|
L.rigged = rigged
|
|
rigged = 0
|
|
L.rigger = rigger
|
|
rigger = null
|
|
L.color_r = src.light.r
|
|
L.color_g = src.light.g
|
|
L.color_b = src.light.b
|
|
user.put_in_hand_or_drop(L)
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
|
|
L.update()
|
|
|
|
light_status = LIGHT_EMPTY
|
|
update()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken()
|
|
if(light_status == LIGHT_EMPTY || light_status == LIGHT_BROKEN)
|
|
return
|
|
|
|
if(light_status == LIGHT_OK || light_status == LIGHT_BURNED)
|
|
playsound(src.loc, "sound/impact_sounds/Glass_Hit_1.ogg", 75, 1)
|
|
|
|
if(on)
|
|
logTheThing("station", null, null, "Light '[name]' was on and has been broken, spewing sparks everywhere ([showCoords(src.x, src.y, src.z)])")
|
|
var/datum/effects/system/spark_spread/s = unpool(/datum/effects/system/spark_spread)
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
light_status = LIGHT_BROKEN
|
|
SPAWN_DBG(0)
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(75))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
//blob effect
|
|
|
|
/obj/machinery/light/blob_act(var/power)
|
|
if(prob(power * 2.5))
|
|
broken()
|
|
|
|
//mbc : i threw away this stuff in favor of a faster machine loop process
|
|
/*
|
|
/obj/machinery/light/process()
|
|
if(on)
|
|
..()
|
|
var/thepower = src.brightness * LIGHTING_POWER_FACTOR
|
|
use_power(thepower, LIGHT)
|
|
if(rigged)
|
|
if(prob(1))
|
|
if (rigger)
|
|
message_admins("[key_name(rigger)]'s rigged bulb exploded in [src.loc.loc], [showCoords(src.x, src.y, src.z)].")
|
|
logTheThing("combat", rigger, null, "'s rigged bulb exploded in [rigger.loc.loc] ([showCoords(src.x, src.y, src.z)])")
|
|
explode()
|
|
rigged = 0
|
|
rigger = null
|
|
else if(prob(2))
|
|
if (rigger)
|
|
message_admins("[key_name(rigger)]'s rigged bulb tried to explode but failed in [src.loc.loc], [showCoords(src.x, src.y, src.z)].")
|
|
logTheThing("combat", rigger, null, "'s rigged bulb tried to explode but failed in [rigger.loc.loc] ([showCoords(src.x, src.y, src.z)])")
|
|
rigged = 0
|
|
rigger = null
|
|
*/
|
|
|
|
// called when area power state changes
|
|
|
|
/obj/machinery/light/power_change()
|
|
if(src.loc) //TODO fix the dispose proc for this so that when it is sent into the delete queue it doesn't try and exec this
|
|
var/area/A = get_area(src)
|
|
var/state = A.lightswitch && A.power_light
|
|
//if (shipAlertState == SHIP_ALERT_BAD) state = 0
|
|
seton(state)
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(reagents) reagents.temperature_reagents(exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 1650))) //0% at <400C, 100% at >500C // previous value for subtraction was -673. tons of lights exploded Azungar edit: Nudged this up a bit just in case.
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
var/turf/T = get_turf(src.loc)
|
|
SPAWN_DBG(0)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(src, T, 0, 1, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
|
|
// special handling for emergency lights
|
|
// called when area power state changes
|
|
// override since emergency lights do not use area lightswitch
|
|
|
|
/obj/machinery/light/emergency/power_change()
|
|
var/area/A = get_area(src)
|
|
if (A)
|
|
var/state = !A.power_light || shipAlertState == SHIP_ALERT_BAD
|
|
seton(state)
|
|
|
|
|
|
// special handling for desk lamps
|
|
|
|
|
|
// if attack with hand, only "grab" attacks are an attempt to remove bulb
|
|
// otherwise, switch the lamp on/off
|
|
|
|
/obj/machinery/light/lamp/attack_hand(mob/user)
|
|
|
|
if(user.a_intent == INTENT_GRAB)
|
|
..() // do standard hand attack
|
|
else
|
|
switchon = !switchon
|
|
boutput(user, "You switch [switchon ? "on" : "off"] the [name].")
|
|
seton(switchon && powered(LIGHT))
|
|
|
|
// called when area power state changes
|
|
// override since lamp does not use area lightswitch
|
|
|
|
/obj/machinery/light/lamp/power_change()
|
|
var/area/A = get_area(src)
|
|
seton(switchon && A.power_light)
|
|
|
|
// returns whether this lamp has power
|
|
// true if area has power and lamp switch is on
|
|
|
|
/obj/machinery/light/lamp/has_power()
|
|
var/area/A = get_area(src)
|
|
return switchon && A.power_light
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 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'
|
|
inhand_image_icon = 'icons/mob/inhand/hand_tools.dmi'
|
|
flags = FPRINT | TABLEPASS
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = 2
|
|
var/light_status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/base_state
|
|
var/switchcount = 0 // number of times switched
|
|
m_amt = 60
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/mob/rigger = null // mob responsible
|
|
mats = 1
|
|
var/color_r = 1
|
|
var/color_g = 1
|
|
var/color_b = 1
|
|
var/canberigged = 1
|
|
|
|
/obj/item/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
g_amt = 200
|
|
color_r = 0.95
|
|
color_g = 0.95
|
|
color_b = 1
|
|
|
|
red
|
|
name = "red light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.2
|
|
color_b = 0.2
|
|
yellow
|
|
name = "yellow light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.95
|
|
color_b = 0.2
|
|
green
|
|
name = "green light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.95
|
|
color_b = 0.2
|
|
cyan
|
|
name = "cyan light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.95
|
|
color_b = 0.95
|
|
blue
|
|
name = "blue light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.2
|
|
color_b = 0.95
|
|
purple
|
|
name = "purple light tube"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.2
|
|
color_b = 0.95
|
|
blacklight
|
|
name = "black light tube"
|
|
desc = "Fancy."
|
|
icon_state = "btube" // this isn't working for some reason
|
|
base_state = "btube"
|
|
color_r = 0.3
|
|
color_g = 0
|
|
color_b = 0.9
|
|
|
|
warm
|
|
name = "fluorescent light tube"
|
|
color_r = 1
|
|
color_g = 0.844
|
|
color_b = 0.81
|
|
|
|
very
|
|
name = "warm fluorescent light tube"
|
|
color_r = 1
|
|
color_g = 0.67
|
|
color_b = 0.67
|
|
|
|
neutral
|
|
name = "incandescent light tube"
|
|
color_r = 0.95
|
|
color_g = 0.98
|
|
color_b = 0.97
|
|
|
|
greenish
|
|
name = "greenish incandescent light tube"
|
|
color_r = 0.87
|
|
color_g = 0.98
|
|
color_b = 0.89
|
|
|
|
blueish
|
|
name = "blueish fluorescent light tube"
|
|
color_r = 0.51
|
|
color_g = 0.66
|
|
color_b = 0.85
|
|
|
|
purpleish
|
|
name = "purpleish fluorescent light tube"
|
|
color_r = 0.42
|
|
color_g = 0.20
|
|
color_b = 0.58
|
|
|
|
cool
|
|
name = "cool incandescent light tube"
|
|
color_r = 0.88
|
|
color_g = 0.904
|
|
color_b = 1
|
|
|
|
very
|
|
name = "very cool incandescent light tube"
|
|
color_r = 0.74
|
|
color_g = 0.74
|
|
color_b = 1
|
|
|
|
harsh
|
|
name = "harsh incandescent light tube"
|
|
color_r = 0.99
|
|
color_g = 0.899
|
|
color_b = 0.99
|
|
|
|
very
|
|
name = "very harsh incandescent light tube"
|
|
color_r = 0.99
|
|
color_g = 0.81
|
|
color_b = 0.99
|
|
|
|
// the smaller bulb light fixture
|
|
|
|
/obj/item/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
g_amt = 100
|
|
color_r = 1
|
|
color_g = 1
|
|
color_b = 0.9
|
|
|
|
red
|
|
name = "red light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.2
|
|
color_b = 0.2
|
|
yellow
|
|
name = "yellow light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.95
|
|
color_b = 0.2
|
|
green
|
|
name = "green light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.95
|
|
color_b = 0.2
|
|
cyan
|
|
name = "cyan light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.95
|
|
color_b = 0.95
|
|
blue
|
|
name = "blue light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.2
|
|
color_g = 0.2
|
|
color_b = 0.95
|
|
purple
|
|
name = "purple light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.95
|
|
color_g = 0.2
|
|
color_b = 0.95
|
|
blacklight
|
|
name = "black light bulb"
|
|
desc = "Fancy."
|
|
color_r = 0.3
|
|
color_g = 0
|
|
color_r = 0.9
|
|
emergency
|
|
name = "emergency light bulb"
|
|
desc = "A frosted red bulb."
|
|
icon_state = "ebulb"
|
|
base_state = "ebulb"
|
|
color_r = 1
|
|
color_g = 0.2
|
|
color_b = 0.2
|
|
|
|
warm
|
|
name = "fluorescent light bulb"
|
|
color_r = 1
|
|
color_g = 0.844
|
|
color_b = 0.81
|
|
|
|
very
|
|
name = "warm fluorescent light bulb"
|
|
color_r = 1
|
|
color_g = 0.67
|
|
color_b = 0.67
|
|
|
|
neutral
|
|
name = "incandescent light bulb"
|
|
color_r = 0.95
|
|
color_g = 0.98
|
|
color_b = 0.97
|
|
|
|
greenish
|
|
name = "greenish incandescent light bulb"
|
|
color_r = 0.87
|
|
color_g = 0.98
|
|
color_b = 0.89
|
|
|
|
blueish
|
|
name = "blueish fluorescent light bulb"
|
|
color_r = 0.51
|
|
color_g = 0.66
|
|
color_b = 0.85
|
|
|
|
purpleish
|
|
name = "purpleish fluorescent light bulb"
|
|
color_r = 0.42
|
|
color_g = 0.20
|
|
color_b = 0.58
|
|
|
|
cool
|
|
name = "cool incandescent light bulb"
|
|
color_r = 0.88
|
|
color_g = 0.904
|
|
color_b = 1
|
|
|
|
very
|
|
name = "very cool incandescent light bulb"
|
|
color_r = 0.74
|
|
color_g = 0.74
|
|
color_b = 1
|
|
|
|
harsh
|
|
name = "harsh incandescent light bulb"
|
|
color_r = 0.99
|
|
color_g = 0.899
|
|
color_b = 0.99
|
|
|
|
very
|
|
name = "very harsh incandescent light bulb"
|
|
color_r = 0.99
|
|
color_g = 0.81
|
|
color_b = 0.99
|
|
|
|
/obj/item/light/big_bulb
|
|
name = "beacon bulb"
|
|
desc = "An immense replacement light bulb."
|
|
icon_state = "tbulb"
|
|
base_state = "tbulb"
|
|
item_state = "contvapour"
|
|
g_amt = 250
|
|
color_r = 1
|
|
color_g = 1
|
|
color_b = 1
|
|
|
|
// update the icon state and description of the light
|
|
/obj/item/light
|
|
proc/update()
|
|
switch(light_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/New()
|
|
..()
|
|
update()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject plasma to make it explode
|
|
/obj/item/light/attackby(var/obj/item/I, var/mob/user)
|
|
if (!canberigged)
|
|
return
|
|
if(istype(I, /obj/item/reagent_containers/syringe))
|
|
var/obj/item/reagent_containers/syringe/S = I
|
|
|
|
boutput(user, "You inject the solution into the [src].")
|
|
|
|
if(S.reagents.has_reagent("plasma", 1))
|
|
message_admins("[key_name(user)] rigged [src] to explode in [user.loc.loc], [showCoords(user.x, user.y, user.z)].")
|
|
logTheThing("combat", user, null, "rigged [src] to explode in [user.loc.loc] ([showCoords(user.x, user.y, user.z)])")
|
|
rigged = 1
|
|
rigger = user
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
// called after an attack with a light item
|
|
// shatter light, unless it was an attempt to put it in a light socket
|
|
// now only shatter if the intent was harm
|
|
|
|
/obj/item/light/afterattack(atom/target, mob/user)
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != "harm")
|
|
return
|
|
|
|
if(light_status == LIGHT_OK || light_status == LIGHT_BURNED)
|
|
boutput(user, "The [name] shatters!")
|
|
light_status = LIGHT_BROKEN
|
|
force = 5
|
|
playsound(src.loc, "sound/impact_sounds/Glass_Hit_1.ogg", 75, 1)
|
|
update()
|
|
|
|
/obj/machinery/light/get_power_wire()
|
|
if (wallmounted)
|
|
var/obj/cable/C = null
|
|
for (var/obj/cable/candidate in get_turf(src))
|
|
if (candidate.d1 == dir || candidate.d2 == dir)
|
|
C = candidate
|
|
break
|
|
return C
|
|
else
|
|
return ..()
|