// 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/light_fixture_frame name = "light fixture frame" desc = "Used for building lights." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-item" flags = FPRINT | TABLEPASS| CONDUCT var/fixture_type = "tube" var/obj/machinery/light/newlight = null var/sheets_refunded = 2 /obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/wrench)) new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded ) del(src) return ..() /obj/item/light_fixture_frame/proc/try_build(turf/on_wall) if (get_dist(on_wall,usr)>1) return var/ndir = get_dir(usr,on_wall) if (!(ndir in cardinal)) return var/turf/loc = get_turf_loc(usr) if (!istype(loc, /turf/simulated/floor)) usr << "\red [src.name] cannot be placed on this spot." return usr << "Attaching [src] to the wall." playsound(src.loc, 'sound/machines/click.ogg', 75, 1) var/constrdir = usr.dir var/constrloc = usr.loc if (!do_after(usr, 30)) return switch(fixture_type) if("bulb") newlight = new /obj/machinery/light_construct/small(constrloc) if("tube") newlight = new /obj/machinery/light_construct(constrloc) newlight.dir = constrdir newlight.fingerprints = src.fingerprints newlight.fingerprintshidden = src.fingerprintshidden newlight.fingerprintslast = src.fingerprintslast usr.visible_message("[usr.name] attaches [src] to the wall.", \ "You attach [src] to the wall.") del(src) /obj/item/light_fixture_frame/small name = "small light fixture frame" desc = "Used for building small lights." icon = 'icons/obj/lighting.dmi' icon_state = "bulb-construct-item" flags = FPRINT | TABLEPASS| CONDUCT fixture_type = "bulb" sheets_refunded = 1 /obj/machinery/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 = 5 var/stage = 1 var/fixture_type = "tube" var/sheets_refunded = 2 var/obj/machinery/light/newlight = null /obj/machinery/light_construct/New() ..() if (fixture_type == "bulb") icon_state = "bulb-construct-stage1" /obj/machinery/light_construct/examine() set src in view() ..() if (!(usr in view(2))) return switch(src.stage) if(1) usr << "It's an empty frame." return if(2) usr << "It's wired." return if(3) usr << "The casing is closed." return /obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob) src.add_fingerprint(user) if (istype(W, /obj/item/weapon/wrench)) if (src.stage == 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) usr << "You begin deconstructing [src]." if (!do_after(usr, 30)) 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 noise.") playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1) del(src) if (src.stage == 2) usr << "You have to remove the wires first." return if (src.stage == 3) usr << "You have to unscrew the case first." return if(istype(W, /obj/item/weapon/wirecutters)) if (src.stage != 2) return src.stage = 1 switch(fixture_type) if ("tube") src.icon_state = "tube-construct-stage1" if("bulb") src.icon_state = "bulb-construct-stage1" new /obj/item/weapon/cable_coil(get_turf(src.loc), 1, "red") user.visible_message("[user.name] removes the wiring from [src].", \ "You remove the wiring from [src].", "You hear a noise.") playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) return if(istype(W, /obj/item/weapon/cable_coil)) if (src.stage != 1) return var/obj/item/weapon/cable_coil/coil = W coil.use(1) switch(fixture_type) if ("tube") src.icon_state = "tube-construct-stage2" if("bulb") src.icon_state = "bulb-construct-stage2" src.stage = 2 user.visible_message("[user.name] adds wires to [src].", \ "You add wires to [src].") return if(istype(W, /obj/item/weapon/screwdriver)) if (src.stage == 2) switch(fixture_type) if ("tube") src.icon_state = "tube-empty" if("bulb") src.icon_state = "bulb-empty" src.stage = 3 user.visible_message("[user.name] closes [src]'s casing.", \ "You close [src]'s casing.", "You hear a noise.") playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1) switch(fixture_type) if("tube") newlight = new /obj/machinery/light/built(src.loc) if ("bulb") newlight = new /obj/machinery/light/small/built(src.loc) newlight.dir = src.dir src.transfer_fingerprints_to(newlight) del(src) return ..() /obj/machinery/light_construct/small name = "small light fixture frame" desc = "A small light fixture under construction." icon = 'icons/obj/lighting.dmi' icon_state = "bulb-construct-stage1" anchored = 1 layer = 5 stage = 1 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 = 5 // They were appearing under mobs which is a little weird - Ostaf 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/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 = 3 desc = "A small lighting fixture." light_type = /obj/item/weapon/light/bulb /obj/machinery/light/spot name = "spotlight" fitting = "large tube" light_type = /obj/item/weapon/light/tube/large brightness = 15 /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(10)) broken(1) if("bulb") brightness = 4 if(prob(25)) broken(1) spawn(1) update(0) /obj/machinery/light/Del() var/area/A = get_area(src) if(A) on = 0 // A.update_lights() ..() /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(var/trigger = 1) update_icon() if(!on) use_power = 1 else use_power = 2 var/oldlum = luminosity //luminosity = on * brightness sd_SetLuminosity(on * brightness) // *DAL* // if the state changed, inc the switching counter if(oldlum != luminosity) switchcount++ // now check to see if the bulb is burned out if(status == LIGHT_OK && trigger) if(on && rigged) explode() if( prob( min(60, switchcount*switchcount*0.01) ) ) status = LIGHT_BURNED icon_state = "[base_state]-burned" on = 0 sd_SetLuminosity(0) active_power_usage = (luminosity * 20) if(on != on_gs) on_gs = on // var/area/A = get_area(src) // if(A) // A.update_lights() // 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 && status == LIGHT_OK) update() // examine verb /obj/machinery/light/examine() set src in oview(1) if(usr && !usr.stat) switch(status) if(LIGHT_OK) usr << "[desc] It is turned [on? "on" : "off"]." if(LIGHT_EMPTY) usr << "[desc] The [fitting] has been removed." if(LIGHT_BURNED) usr << "[desc] The [fitting] is burnt out." if(LIGHT_BROKEN) 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) //Light replacer code if(istype(W, /obj/item/device/lightreplacer)) var/obj/item/device/lightreplacer/LR = W if(isliving(user)) var/mob/living/U = user LR.ReplaceLight(src, U) return // attempt to insert light if(istype(W, /obj/item/weapon/light)) if(status != LIGHT_EMPTY) user << "There is a [fitting] already inserted." return else src.add_fingerprint(user) var/obj/item/weapon/light/L = W if(istype(L, light_type)) status = L.status user << "You insert the [L.name]." switchcount = L.switchcount rigged = L.rigged brightness = L.brightness on = has_power() update() user.drop_item() //drop the item to update overlays and such del(L) if(on && rigged) explode() else user << "This type of light requires a [fitting]." return // attempt to break the light //If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY) if(prob(1+W.force * 5)) user << "You hit the light, and it smashes!" for(var/mob/M in viewers(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.mutations & COLD_RESISTANCE) if (prob(12)) electrocute_mob(user, get_area(src), src, 0.3) broken() else user << "You hit the light!" // 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, 'sound/items/Screwdriver.ogg', 75, 1) user.visible_message("[user.name] opens [src]'s casing.", \ "You open [src]'s casing.", "You hear a noise.") var/obj/machinery/light_construct/newlight = null switch(fitting) if("tube") newlight = new /obj/machinery/light_construct(src.loc) newlight.icon_state = "tube-construct-stage2" if("bulb") newlight = new /obj/machinery/light_construct/small(src.loc) newlight.icon_state = "bulb-construct-stage2" newlight.dir = src.dir newlight.stage = 2 newlight.fingerprints = src.fingerprints newlight.fingerprintshidden = src.fingerprintshidden newlight.fingerprintslast = src.fingerprintslast del(src) return user << "You stick \the [W] into the light socket!" if(has_power() && (W.flags & CONDUCT)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() //if(!user.mutations & COLD_RESISTANCE) if (prob(75)) electrocute_mob(user, get_area(src), src, rand(0.7,1.0)) // returns whether this light has power // true if area has power and lightswitch is on /obj/machinery/light/proc/has_power() var/area/A = src.loc.loc return A.master.lightswitch && A.master.power_light /obj/machinery/light/proc/flicker(var/amount = rand(10, 20)) if(flickering) return flickering = 1 spawn(0) 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 // Aliens smash the bulb but do not get electrocuted./N /obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs. if(status == LIGHT_EMPTY||status == LIGHT_BROKEN) user << "\green That object is useless to you." return else if (status == LIGHT_OK||status == LIGHT_BURNED) for(var/mob/M in viewers(src)) M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2) broken() return /obj/machinery/light/attack_animal(mob/living/simple_animal/M) if(M.melee_damage_upper == 0) return if(status == LIGHT_EMPTY||status == LIGHT_BROKEN) M << "\red That object is useless to you." return else if (status == LIGHT_OK||status == LIGHT_BURNED) for(var/mob/O in viewers(src)) O.show_message("\red [M.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2) broken() 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(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 || (COLD_RESISTANCE in user.mutations)) user << "You remove the light [fitting]" else user << "You try to remove the light [fitting], but you burn your hand on it!" var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm") if(affecting.take_damage( 0, 5 )) // 5 burn damage H.UpdateDamageIcon() 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/weapon/light/L = new light_type() L.status = status L.rigged = rigged L.brightness = src.brightness // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.add_fingerprint(user) user.put_in_active_hand(L) //puts it in our active hand status = LIGHT_EMPTY update() // break the light and make sparks if was on /obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0) if(status == LIGHT_EMPTY) 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/effect/system/spark_spread/s = new /datum/effect/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() // explosion effect // destroy the whole light fixture or just shatter it /obj/machinery/light/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(75)) broken() if(3.0) if (prob(50)) broken() return //blob effect /obj/machinery/light/blob_act() if(prob(75)) broken() // timed process // use power #define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity /obj/machinery/light/process() if(on) use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT) // called when area power state changes /obj/machinery/light/power_change() spawn(10) var/area/A = src.loc.loc A = A.master 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 broken() // explode the light /obj/machinery/light/proc/explode() var/turf/T = get_turf(src.loc) spawn(0) broken() // break it first to give a warning sleep(2) explosion(T, 0, 0, 2, 2) sleep(1) del(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' flags = FPRINT | TABLEPASS force = 2 throwforce = 5 w_class = 1 var/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/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" g_amt = 100 brightness = 8 /obj/item/weapon/light/tube/large w_class = 2 name = "large light tube" brightness = 15 /obj/item/weapon/light/bulb name = "light bulb" desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" g_amt = 100 brightness = 5 /obj/item/weapon/light/throw_impact(atom/hit_atom) ..() shatter() /obj/item/weapon/light/bulb/fire name = "fire bulb" desc = "A replacement fire bulb." icon_state = "fbulb" base_state = "fbulb" item_state = "egg4" g_amt = 100 brightness = 5 // 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() ..() switch(name) if("light tube") brightness = rand(6,9) if("light bulb") brightness = rand(4,6) update() // attack bulb/tube with object // if a syringe, can inject plasma to make it explode /obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user) ..() 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 // 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/weapon/light/afterattack(atom/target, mob/user) if(istype(target, /obj/machinery/light)) return if(user.a_intent != "hurt") return shatter() /obj/item/weapon/light/proc/shatter() if(status == LIGHT_OK || status == LIGHT_BURNED) src.visible_message("\red [name] shatters.","\red You hear a small glass object shatter.") status = LIGHT_BROKEN force = 5 playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1) update() // a box of replacement light items /obj/item/weapon/storage/lightbox name = "replacement bulbs" icon = 'icons/obj/storage.dmi' icon_state = "light" desc = "This box is shaped on the inside so that only light tubes and bulbs fit." item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap storage_slots=21 can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb") max_combined_w_class = 21 /obj/item/weapon/storage/lightbox/bulbs/New() ..() for(var/i = 0; i < 21; i++) new /obj/item/weapon/light/bulb(src) /obj/item/weapon/storage/lightbox/tubes name = "replacement tubes" icon_state = "lighttube" /obj/item/weapon/storage/lightbox/tubes/New() ..() for(var/i = 0; i < 21; i++) new /obj/item/weapon/light/tube(src) /obj/item/weapon/storage/lightbox/mixed name = "replacement lights" icon_state = "lightmixed" /obj/item/weapon/storage/lightbox/mixed/New() ..() for(var/i = 0; i < 14; i++) new /obj/item/weapon/light/tube(src) for(var/i = 0; i < 7; i++) new /obj/item/weapon/light/bulb(src)