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vgstation13/code/game/objects/items/devices/lightreplacer.dm
2021-06-20 22:25:47 +01:00

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#define LIGHTREPLACER_BASIC 0
#define LIGHTREPLACER_BORG 1
#define LIGHTREPLACER_ADVANCED 2
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Holds two boxes for supply and waste. Slotted to only accept light boxes."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
flags = FPRINT
siemens_coefficient = 1
slot_flags = SLOT_BELT
origin_tech = Tc_MAGNETS + "=3;" + Tc_MATERIALS + "=2"
var/emagged = 0
var/upgraded
var/device_mode = LIGHTREPLACER_BASIC
//Internal storage boxes. Boxes can hold 21 light bulb/tubes by default.
var/obj/item/weapon/storage/box/lights/supply = null
var/obj/item/weapon/storage/box/lights/waste = null
//Internal resources
var/glass = 0
var/glass_max = 5 * CC_PER_SHEET_GLASS
var/cardboard = 0
var/cardboard_max = 5
var/current_type = "Standard"
var/current_shape = "Tube"
var/light_types = list(
"Bulb" = "/bulb",
"Tube" = "/tube",
"Standard" = "",
"High Efficiency" = "/he",
"Smart" = "/smart"
)
//Quality = switchcount for created bulbs. Higher switchcount = higher chance to burn out on switch.
//Efficiency = multiplied by autolathe base glass for lights
var/prod_quality = 30
var/prod_eff = 1.5
//Options for advanced replacer, put in the base type for sanity purposes
var/current_frequency = 1500
var/current_color = "#FFFFFF"
var/current_brightness = 6
/obj/item/device/lightreplacer/emag_act(mob/user)
emagged = !emagged
playsound(src, "sparks", 100, 1)
if(emagged)
to_chat(user, "<span class = 'warning'>As you emag \the [src], you unlock its true potential as the greatest hand-portable source of plasma imaginable. A shame the only use for this is injecting the plasma into the lights it deploys.</span>")
name = "Short-circuited [initial(name)]"
else
name = initial(name)
update_icon()
/obj/item/device/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/device/lightreplacer/attack_self(mob/user)
ui_interact(user)
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/sheet/glass/glass))
if(!add_glass(CC_PER_SHEET_GLASS, force_fill = 1))
to_chat(user, "<span class='warning'>\The [src] can't hold any more glass!</span>")
return
var/obj/item/stack/sheet/glass/glass/G = W
G.use(1)
to_chat(user, "<span class='notice'>You insert \the [G] into \the [src].</span>")
return
if(istype(W, /obj/item/stack/sheet/cardboard))
if(!add_cardboard(1, force_fill = 1))
to_chat(user, "<span class='warning'>\The [src] can't hold any more glass!</span>")
return
var/obj/item/stack/sheet/cardboard/G = W
G.use(1)
to_chat(user, "<span class='notice'>You insert \the [G] into \the [src].</span>")
return
if(istype(W, /obj/item/weapon/light))
var/obj/item/weapon/light/L = W
insert_if_possible(L)
return
if(istype(W, /obj/item/weapon/storage/box/lights))
if(!supply)
if(user.drop_item(W, src))
user.visible_message("[user] inserts \a [W] into \the [src]", "You insert \the [W] into \the [src] to be used as the supply container.")
supply = W
return
else if(!waste)
if(user.drop_item(W, src))
user.visible_message("[user] inserts \a [W] into \the [src]", "You insert \the [W] into \the [src] to be used as the waste container.")
waste = W
return
else
var/obj/item/weapon/storage/box/lights/lsource = W
if(!lsource.contents.len)
to_chat(user, "<span class='notice'>\The [src] has both a supply box and a waste box and this box is empty. Remove one first if you want to insert a new one or use a light box with lights in it to insert them.</span>")
return
var/hasinserted = 0
for(var/obj/item/weapon/light/L in lsource)
if(insert_if_possible(L))
hasinserted = 1
if(hasinserted)
to_chat(user, "<span class='notice'>\The [src] accepts the lights in \the [lsource].</span>")
else
to_chat(user, "<span class='warning'>\The [src] cannot accept any of the lights in \the [lsource]!</span>")
return
/obj/item/device/lightreplacer/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/list/data = list()
data["supply"] = list(
"exists" = (supply ? null : "disabled"),
"notexists" = (supply ? "disabled" : null),
"amount" = 0
)
data["waste"] = list(
"exists" = (waste ? null : "disabled"),
"notexists" = (waste ? "disabled" : null),
"amount" = 0
)
for(var/obj/item/weapon/light/L in supply)
data["supply"]["amount"]++
for(var/obj/item/weapon/light/L in waste)
data["waste"]["amount"]++
data["resources"] = list(
"glass" = glass,
"glass_max" = glass_max,
"cardboard" = cardboard,
"cardboard_max" = cardboard_max)
data["settings"] = list(
"advanced" = (device_mode & LIGHTREPLACER_ADVANCED),
"borg" = (device_mode & LIGHTREPLACER_BORG),
"shape" = current_shape,
"type" = current_type,
"color" = current_color,
"brightness" = current_brightness,
"frequency" = current_frequency
)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
ui = new(user, src, ui_key, "lightreplacer.tmpl", name, 430, 280)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/item/device/lightreplacer/Topic(href, href_list)
if(..())
return 1
if(href_list["eject"])
switch(href_list["eject"])
if("supply")
if(usr)
usr.put_in_hands(supply)
usr.visible_message("[usr] removes \the [supply] from \the [src].", "You remove \the [src]'s supply container, \the [supply].")
else
supply.forceMove(get_turf(src))
supply = null
return 1
if("waste")
if(usr)
usr.put_in_hands(waste)
usr.visible_message("[usr] removes \the [waste] from \the [src].", "You remove \the [src]'s waste container, \the [waste].")
else
waste.forceMove(get_turf(src))
waste = null
return 1
if(href_list["build"])
switch(href_list["build"])
if("single")
build_light()
return 1
if("multi")
return 1
if(href_list["fold"])
if(cardboard <= 0)
if(usr)
to_chat(usr, "<span class='warning'>\The [src] is out of cardboard!</span>")
return 1
switch(href_list["fold"])
if("supply")
if(!supply) //Topic is technically asynchronous, I believe, so this sanity is a good idea
supply = new(src)
cardboard--
if(usr)
to_chat(usr, "<span class='notice'>\The [src] constructs a new supply container.</span>")
attack_self(usr)
return 1
if("waste")
if(!waste) //Topic is technically asynchronous, I believe, so this sanity is a good idea
waste = new(src)
cardboard--
if(usr)
to_chat(usr, "<span class='notice'>\The [src] constructs a new waste container.</span>")
attack_self(usr)
return 1
if(href_list["recycle"])
recycle_waste()
return 1
if(href_list["settings"])
switch(href_list["settings"])
if("shape")
select_shape()
return 1
if("type")
select_type()
return 1
if("color")
current_color = input(usr, "Select a new light color", "Light color") as color
return 1
if("brightness")
current_brightness = input(usr, "Select brightness level from 1 to 10.", "Brightness") as num
current_brightness = clamp(current_brightness, 1, 10)
return 1
if("frequency")
current_frequency = input(usr, "Enter a frequency from 3000 to 4000.", "Frequency") as num
current_frequency = clamp(current_frequency, 3000, 4000)
return 1
if(href_list["recharge"])
if(!istype(src, /obj/item/device/lightreplacer/borg))
return 1
recharge(usr)
return 1
if(href_list["dump"])
if(!istype(src, /obj/item/device/lightreplacer/borg))
return 1
dump_supply(usr)
return 1
updateUsrDialog()
return
//Adds amt glass to the glass storage if possible.
//If force_fill is 0, fails if there is not enough room for all of amt.
//If force_fill is 1, fails only if amt is totally full.
//If force_fill is 2, never fails.
//Returns 1 on success and 0 on fail.
/obj/item/device/lightreplacer/proc/add_glass(var/amt, var/force_fill = 0)
if(!force_fill)
if(glass + amt > glass_max)
return 0
else if(force_fill == 1)
if(glass >= glass_max)
return 0
glass = min(glass_max, glass + amt)
return 1
/obj/item/device/lightreplacer/proc/add_cardboard(var/amt, var/force_fill = 0)
if(!force_fill)
if(cardboard + amt > cardboard_max)
return 0
else if(force_fill == 1)
if(cardboard >= cardboard_max)
return 0
cardboard = min(cardboard_max, cardboard + amt)
return 1
//Attempts to insert a light into the light replacer's storage.
//If the light works, attempts to place it in the supply box. Otherwise, attempts to place it in the waste box.
//Fails if the light cannot be placed into the correct box for any reason.
//Returns 1 if the light is successfully inserted into the correct box, 0 if the insertion fails, and null if the item to be inserted is not a light or something very strange happens.
/obj/item/device/lightreplacer/proc/insert_if_possible(var/obj/item/weapon/light/L)
if(!istype(L))
return
if(L.status == LIGHT_OK)
if(supply && supply.can_be_inserted(L, TRUE))
if(istype(L.loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/lsource = L.loc
lsource.remove_from_storage(L, supply)
else
supply.handle_item_insertion(L, TRUE)
return 1
else
return 0
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
if(waste && waste.can_be_inserted(L, TRUE))
if(istype(L.loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/lsource = L.loc
lsource.remove_from_storage(L, waste)
else
waste.handle_item_insertion(L, TRUE)
return 1
else
return 0
/obj/item/device/lightreplacer/proc/build_light()
var/obj/item/weapon/light/L
var/light_path = text2path("/obj/item/weapon/light" + light_types[current_shape] + light_types[current_type])
L = new light_path
if(glass < L.starting_materials[MAT_GLASS] * prod_eff)
if(usr)
to_chat(usr, "<span class='warning'>\The [src] doesn't have enough glass to make that!</span>")
if(L)
qdel(L)
L = null
return 1
glass -= (L.starting_materials[MAT_GLASS] * prod_eff)
L.switchcount = prod_quality
if(istype(L, /obj/item/weapon/light/tube/smart) || istype(L, /obj/item/weapon/light/bulb/smart))
L.brightness_range = current_brightness
L.brightness_color = current_color
L.frequency = current_frequency
if(!insert_if_possible(L))
L.forceMove(get_turf(src))
if(usr)
to_chat(usr, "<span class='notice'>\The [src] successfully fabricates \a [L], but it drops it on the floor.</span>")
else if(usr)
to_chat(usr, "<span class='notice'>\The [src] successfully fabricates \a [L].</span>")
return 1
/obj/item/device/lightreplacer/proc/recycle_waste()
if(waste)
var/recycledglass = 0 //How much glass is successfully recycled
for(var/obj/item/weapon/light/L in waste)
if(istype(L))
switch(L.status)
if(LIGHT_OK)
recycledglass += (L.materials.storage[MAT_GLASS] * 0.75)
if(LIGHT_BROKEN)
recycledglass += (L.materials.storage[MAT_GLASS] * 0.25)
if(LIGHT_BURNED)
recycledglass += (L.materials.storage[MAT_GLASS] * 0.50)
qdel(L)
L = null
if(recycledglass)
to_chat(usr, "<span class='notice'>\The [src] recycles its waste box, producing [recycledglass] units of glass.</span>")
add_glass(recycledglass, force_fill = 2)
/obj/item/device/lightreplacer/proc/select_shape()
if(current_shape == "Tube")
current_shape = "Bulb"
return
else
current_shape = "Tube"
/obj/item/device/lightreplacer/proc/select_type()
switch(current_type)
if("Standard")
current_type = "High Efficiency"
if("High Efficiency")
if(device_mode & LIGHTREPLACER_ADVANCED)
current_type = "Smart"
else
current_type = "Standard"
if("Smart")
current_type = "Standard"
return
/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/user)
var/obj/item/weapon/light/best_light = get_best_light(target)
if(best_light == 0)
to_chat(user, "<span class='warning'>\The [src] has no supply container!</span>")
return
else if(!best_light)
to_chat(user, "<span class='warning'>\The [src] has no compatible light!</span>")
return
if(target.current_bulb && !is_light_better(best_light, target.current_bulb))
to_chat(user, "<span class='notice'>\The [src] has no light better than the one already in \the [target].</span>")
return
to_chat(user, "<span class='notice'>You replace the [target.fitting] with \the [src].</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
supply.remove_from_storage(best_light)
if(target.current_bulb)
var/obj/item/weapon/light/L1 = target.current_bulb
L1.forceMove(target.loc)
L1.update()
target.current_bulb = null
target.update()
if(!insert_if_possible(L1))
if(istype(waste))
to_chat(user, "<span class='warning'>\The [src]'s waste container is full and it drops the removed light on the floor!</span>")
else
to_chat(user, "<span class='warning'>\The [src] has no waste container and it drops the removed light on the floor!</span>")
if(emagged && !best_light.rigged)
to_chat(user, "<span class='warning'>\The [src] injects a small amount of plasma into \the [best_light].</span>")
best_light.rigged = TRUE
log_admin("LOG: [user.name] ([user.ckey]) injected a light with plasma, rigging it to explode.")
message_admins("LOG: [user.name] ([user.ckey]) injected a light with plasma, rigging it to explode. [formatJumpTo(get_turf(target))]")
best_light.forceMove(target)
target.current_bulb = best_light
best_light = null
target.on = target.has_power()
target.update()
if(target.on && target.current_bulb.rigged)
target.explode()
/obj/item/device/lightreplacer/proc/get_best_light(var/obj/machinery/light/target)
if(!istype(supply))
return 0
var/best_light
switch(target.fitting)
if("bulb")
best_light = ((locate(/obj/item/weapon/light/bulb/smart) in supply) || (locate(/obj/item/weapon/light/bulb/he) in supply) || (locate(/obj/item/weapon/light/bulb) in supply))
if("tube")
best_light = ((locate(/obj/item/weapon/light/bulb/smart) in supply) || (locate(/obj/item/weapon/light/tube/he) in supply) || (locate(/obj/item/weapon/light/tube) in supply))
if("large tube")
best_light = locate(/obj/item/weapon/light/tube/large) in supply
return best_light
/obj/item/device/lightreplacer/proc/is_light_better(var/obj/item/weapon/light/tested, var/obj/item/weapon/light/comparison)
if(tested.status >= LIGHT_BROKEN) //Is tested broken or burnt out? If so, it cannot win.
return 0
if(tested.status < comparison.status) //Is tested closer to functional than comparison? If so, it wins.
return 1
if(tested.status) //Is tested empty? If so, either it must be a tie or comparison wins, so tested cannot win.
return 0
//Now we know both work, so all that is left is to test if tested wins by being HE.
if(findtextEx(tested.base_state, "he", 1, 3) && !findtextEx(comparison.base_state, "he", 1, 3))
return 1
else
return 0
/obj/item/device/lightreplacer/proc/recharge(mob/user)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R && R.cell && R.cell.charge && (glass < glass_max))
var/added_glass = 0
added_glass = clamp(added_glass, 7500, (glass_max - glass))
if(R.cell.use(added_glass * 0.1))
add_glass(added_glass, 2)
to_chat(usr, "<span class='notice'>\The [src] synthesizes[added_glass] units of glass.</span>")
return 1
to_chat(usr, "<span class='warning'>You don't have enough charge to synthesize more glass!</span>")
return 0
/obj/item/device/lightreplacer/proc/dump_supply(mob/user)
if(supply && get_turf(user))
for(var/obj/item/weapon/light/L in supply)
L.forceMove(get_turf(user))
return 1
/obj/item/device/lightreplacer/advanced
name = "advanced light replacer"
device_mode = LIGHTREPLACER_ADVANCED
glass_max = 15 * CC_PER_SHEET_GLASS
cardboard_max = 10
/obj/item/device/lightreplacer/borg
name = "cyborg light replacer"
device_mode = LIGHTREPLACER_BORG
/obj/item/device/lightreplacer/borg/New()
..()
supply = new /obj/item/weapon/storage/box/lights
waste = new /obj/item/weapon/storage/box/lights
add_glass(5 * CC_PER_SHEET_GLASS, 2)
/obj/item/device/lightreplacer/loaded/New()
..()
supply = new /obj/item/weapon/storage/box/lights/tubes
waste = new /obj/item/weapon/storage/box/lights
/obj/item/device/lightreplacer/loaded/he/New()
..()
supply = new /obj/item/weapon/storage/box/lights/he
waste = new /obj/item/weapon/storage/box/lights
/obj/item/device/lightreplacer/loaded/mixed/New()
..()
supply = new /obj/item/weapon/storage/box/lights/mixed
waste = new /obj/item/weapon/storage/box/lights