Files
vgstation13/code/modules/power/lighting.dm
giacomand@gmail.com 42f3efc21a I wanted to wait until after the feature freeze to commit this but there have been problems with Telecomms recently and this update that I've been keeping fixes most of the issues. I've tried to remove most features from it but there were some things that I couldn't.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.

-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.

-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.

-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.

-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.

-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)

-Fixed an issue with the player being unable to remove frequencies from the filter.

-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.

-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.

-Fixed issue 831

-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:27:21 +00:00

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20 KiB
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// 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)