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2020-02-19 19:48:29 -08:00

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// The lighting system
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
// light_status values shared between lighting fixtures and items
// defines moved to _setup.dm by ZeWaka
/obj/item/light_parts
name = "fixture parts"
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-fixture"
mats = 4
var/installed_icon_state = "tube-empty"
var/installed_base_state = "tube"
desc = "Parts of a lighting fixture"
var/fixture_type = /obj/machinery/light
var/light_type = /obj/item/light/tube
var/fitting = "tube"
// For metal sheets. Can't easily change an item's vars the way it's set up (Convair880).
/obj/item/light_parts/bulb
icon_state = "bulb-fixture"
fixture_type = /obj/machinery/light/small
installed_icon_state = "bulb1"
installed_base_state = "bulb"
fitting = "bulb"
light_type = /obj/item/light/bulb
/obj/item/light_parts/floor
icon_state = "floor-fixture"
fixture_type = /obj/machinery/light/small/floor/netural
installed_icon_state = "floor1"
installed_base_state = "floor"
fitting = "floor"
light_type = /obj/item/light/bulb
/obj/item/light_parts/proc/copy_light(obj/machinery/light/target)
installed_icon_state = target.icon_state
installed_base_state = target.base_state
light_type = target.light_type
fixture_type = target.type
fitting = target.fitting
if (fitting == "tube")
icon_state = "tube-fixture"
else if (fitting == "floor")
icon_state = "floor-fixture"
else
icon_state = "bulb-fixture"
//MBC : moving lights to consume power inside as an area-wide process() instead of each individual light processing its own shit
/obj/machinery/light_area_manager
#define LIGHTING_POWER_FACTOR 40
event_handler_flags = IMMUNE_SINGULARITY
invisibility = 100
var/area/my_area = 0
var/list/lights = list()
var/brightness_placeholder = 1 //hey, maybe later use this in a way that is more optimized than iterating through each individual light
/obj/machinery/light_area_manager/ex_act(severity)
return
/obj/machinery/light_area_manager/process()
if(my_area.power_light && my_area.lightswitch)
..()
var/thepower = src.brightness_placeholder * LIGHTING_POWER_FACTOR
use_power(thepower * lights.len, LIGHT)
// the standard tube light fixture
/var/global/stationLights = new/list()
/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 = EFFECTS_LAYER_UNDER_1 // They were appearing under mobs which is a little weird - Ostaf
var/on = 0 // 1 if on, 0 if off
var/brightness = 1.6 // luminosity when on, also used in power calculation
var/light_status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/obj/item/light/light_type = /obj/item/light/tube // the type of the inserted light item
var/allowed_type = /obj/item/light/tube // the type of allowed light items
var/light_name = "light tube" // the name of the inserted 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/wallmounted = 1
var/candismantle
var/rigged = 0 // true if rigged to explode
var/mob/rigger = null // mob responsible for the explosion
power_usage = 0
power_channel = LIGHT
var/removable_bulb = 1
var/datum/light/point/light
New()
..()
if (src.loc.z == 1)
stationLights += src
var/area/A = get_area(src)
if (A)
UnsubscribeProcess()
A.add_light(src)
disposing()
if (src in stationLights)
stationLights -= src
var/area/A = get_area(src)
if (A)
A.remove_light(src)
if (light)
light.dispose()
..()
//regular light bulbs
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness = 1.2
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
allowed_type = /obj/item/light/bulb
light_name = "light bulb"
netural
name = "incandescent light bulb"
light_type = /obj/item/light/bulb/neutral
greenish
name = "greenish incandescent light bulb"
light_type = /obj/item/light/bulb/greenish
blueish
name = "blueish fluorescent light bulb"
light_type = /obj/item/light/bulb/blueish
purpleish
name = "purpleish fluorescent light bulb"
light_type = /obj/item/light/bulb/purpleish
warm
name = "fluorescent light bulb"
light_type = /obj/item/light/bulb/warm
very
name = "warm fluorescent light bulb"
light_type = /obj/item/light/bulb/warm/very
cool
name = "cool incandescent light bulb"
light_type = /obj/item/light/bulb/cool
very
name = "very cool incandescent light bulb"
light_type = /obj/item/light/bulb/cool/very
harsh
name = "harsh incandescent light bulb"
light_type = /obj/item/light/bulb/harsh
very
name = "very harsh incandescent light bulb"
light_type = /obj/item/light/bulb/harsh/very
//floor lights
/obj/machinery/light/small/floor
icon_state = "floor1"
base_state = "floor"
desc = "A small lighting fixture, embedded in the floor."
plane = PLANE_FLOOR
allowed_type = /obj/item/light/bulb
New()
..()
netural
name = "incandescent light fixture"
light_type = /obj/item/light/bulb/neutral
greenish
name = "greenish incandescent light fixture"
light_type = /obj/item/light/bulb/greenish
blueish
name = "blueish fluorescent light fixture"
light_type = /obj/item/light/bulb/blueish
purpleish
name = "purpleish fluorescent light fixture"
light_type = /obj/item/light/bulb/purpleish
warm
name = "fluorescent light fixture"
light_type = /obj/item/light/bulb/warm
very
name = "warm fluorescent light fixture"
light_type = /obj/item/light/bulb/warm/very
cool
name = "cool incandescent light fixture"
light_type = /obj/item/light/bulb/cool
very
name = "very cool incandescent light fixture"
light_type = /obj/item/light/bulb/cool/very
harsh
name = "harsh incandescent light fixture"
light_type = /obj/item/light/bulb/harsh
very
name = "very harsh incandescent light fixture"
light_type = /obj/item/light/bulb/harsh/very
/obj/machinery/light/emergency
icon_state = "ebulb1"
base_state = "ebulb"
fitting = "bulb"
brightness = 1
desc = "A small light used to illuminate in emergencies."
light_type = /obj/item/light/bulb/emergency
allowed_type = /obj/item/light/bulb/emergency
light_name = "emergency light bulb"
on = 0
removable_bulb = 0
exitsign
name = "illuminated exit sign"
desc = "This sign points the way to the escape shuttle."
brightness = 1.3
/obj/machinery/light/runway_light
name = "runway light"
desc = "A small light used to guide pods into hangars."
icon_state = "runway10"
base_state = "runway1"
fitting = "bulb"
brightness = 0.5
light_type = /obj/item/light/bulb
allowed_type = /obj/item/light/bulb
light_name = "light bulb"
on = 1
wallmounted = 0
removable_bulb = 0
delay2
icon_state = "runway20"
base_state = "runway2"
delay3
icon_state = "runway30"
base_state = "runway3"
delay4
icon_state = "runway40"
base_state = "runway4"
delay5
icon_state = "runway50"
base_state = "runway5"
/obj/machinery/light/beacon
name = "tripod light"
desc = "A large portable light tripod."
density = 1
anchored = 1
icon_state = "tripod1"
base_state = "tripod"
fitting = "bulb"
wallmounted = 0
brightness = 1.5
light_type = /obj/item/light/big_bulb
allowed_type = /obj/item/light/big_bulb
light_name = "beacon bulb"
power_usage = 0
attackby(obj/item/W, mob/user)
if (issilicon(user))
return
if (istype(W, /obj/item/wrench))
add_fingerprint(user)
src.anchored = !src.anchored
if (!src.anchored)
boutput(user, "<span style=\"color:red\">[src] can now be moved.</span>")
src.on = 0
else
boutput(user, "<span style=\"color:red\">[src] is now secured.</span>")
src.on = 1
update()
else
return ..()
has_power()
return src.anchored
//Older lighting that doesn't power up so well anymore.
/obj/machinery/light/worn
desc = "A rather old-looking lighting fixture."
brightness = 1
switchcount = 50 //break probability is ((50*50*0.01)/2) = 12.5% Azungar edit: ((50*50*0.01)/4) = 6.25%
// the desk lamp
/obj/machinery/light/lamp
name = "desk lamp"
icon_state = "lamp1"
base_state = "lamp"
fitting = "bulb"
brightness = 1
desc = "A desk lamp"
light_type = /obj/item/light/bulb
allowed_type = /obj/item/light/bulb
light_name = "light bulb"
wallmounted = 0
deconstruct_flags = DECON_SIMPLE
var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
bright
brightness = 1.8
switchon = 1
// green-shaded desk lamp
/obj/machinery/light/lamp/green
icon_state = "green1"
base_state = "green"
desc = "A green-shaded desk lamp"
light_name = "green light bulb"
New()
..()
light.set_color(0.45, 0.85, 0.25)
//special lights w very specific colors. made for sealab!
/obj/machinery/light/incandescent
light_type = /obj/item/light/tube
allowed_type = /obj/item/light/tube
var/nostick = 0 //If set to true, overrides the autopositioning.
New()
//auto position these lights so i don't have to mess with dirs in the map editor that's annoying!!!
if (!nostick) // unless nostick is set in which case... dont
SPAWN_DBG(1 DECI SECOND) //wait for the wingrille spawners to complete when map is loading (ugly i am sorry)
var/turf/T = null
for (var/dir in cardinal)
T = get_step(src,dir)
if (istype(T,/turf/simulated/wall) || (locate(/obj/wingrille_spawn) in T) || (locate(/obj/window) in T))
src.dir = dir
if (dir == EAST)
src.pixel_x = 10
else if (dir == WEST)
src.pixel_x = -10
else if (dir == NORTH)
src.pixel_y = 21
break
T = null
..()
name = "incandescent light fixture"
light_type = /obj/item/light/tube/neutral
netural
name = "incandescent light fixture"
light_type = /obj/item/light/tube/neutral
greenish
name = "greenish incandescent light fixture"
light_type = /obj/item/light/tube/greenish
blueish
name = "blueish fluorescent light fixture"
light_type = /obj/item/light/tube/blueish
purpleish
name = "purpleish fluorescent light fixture"
light_type = /obj/item/light/tube/purpleish
warm
name = "fluorescent light fixture"
light_type = /obj/item/light/tube/warm
very
name = "warm fluorescent light fixture"
light_type = /obj/item/light/tube/warm/very
cool
name = "cool incandescent light fixture"
light_type = /obj/item/light/tube/cool
very
name = "very cool incandescent light fixture"
light_type = /obj/item/light/tube/cool/very
harsh
name = "harsh incandescent light fixture"
light_type = /obj/item/light/tube/harsh
very
name = "very harsh incandescent light fixture"
light_type = /obj/item/light/tube/harsh/very
small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness = 1.2
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
light_name = "light bulb"
// create a new lighting fixture
/obj/machinery/light/New()
..()
light = new
light.set_brightness(brightness)
light.set_color(initial(src.light_type.color_r), initial(src.light_type.color_g), initial(src.light_type.color_b))
light.set_height(2.4)
light.attach(src)
SPAWN_DBG(1 DECI SECOND)
update()
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update()
switch(light_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
// if the state changed, inc the switching counter
//if(src.light.enabled != on)
switchcount++
if (on)
light.enable()
else
light.disable()
SPAWN_DBG(0)
// now check to see if the bulb is burned out
if(light_status == LIGHT_OK)
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()
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.
light_status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
light.disable()
var/datum/effects/system/spark_spread/s = unpool(/datum/effects/system/spark_spread)
s.set_up(3, 1, src)
s.start()
logTheThing("station", null, null, "Light '[name]' burnt out (switchcount: [switchcount]) at ([showCoords(src.x, src.y, src.z)])")
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/seton(var/s)
on = (s && light_status == LIGHT_OK)
update()
// examine verb
/obj/machinery/light/examine()
set src in oview(1)
set category = "Local"
if(usr && !usr.stat)
switch(light_status)
if(LIGHT_OK)
boutput(usr, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
boutput(usr, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
boutput(usr, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
boutput(usr, "[desc] 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/user)
if (issilicon(user) && !isghostdrone(user))
return
/*if (isghostdrone(user))
return src.attack_hand(user)
else
return*/
// see if there's a magtractor involved and if so save it for later as mag
var/obj/item/magtractor/mag
if (istype(W, /obj/item/magtractor))
mag = W
if (!mag.holding)
return src.attack_hand(user)
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 ..()