Revert "12/21 modernizations from TG live"

This commit is contained in:
LetterJay
2016-12-22 22:35:44 -06:00
committed by GitHub
parent cf59ac1c3d
commit ae40d4134e
2215 changed files with 86928 additions and 707332 deletions
+108 -109
View File
@@ -16,38 +16,34 @@
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
result_path = /obj/structure/light_construct
result_path = /obj/machinery/light_construct
inverse = 1
/obj/item/wallframe/light_fixture/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
result_path = /obj/structure/light_construct/small
result_path = /obj/machinery/light_construct/small
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
/obj/structure/light_construct
/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 = WALL_OBJ_LAYER
obj_integrity = 200
max_integrity = 200
armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
var/stage = 1
var/fixture_type = "tube"
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
/obj/structure/light_construct/New(loc, ndir, building)
/obj/machinery/light_construct/New(loc, ndir, building)
..()
if(building)
setDir(ndir)
/obj/structure/light_construct/examine(mob/user)
/obj/machinery/light_construct/examine(mob/user)
..()
switch(src.stage)
if(1)
@@ -57,14 +53,14 @@
if(3)
user << "The casing is closed."
/obj/structure/light_construct/attackby(obj/item/weapon/W, mob/user, params)
/obj/machinery/light_construct/attackby(obj/item/weapon/W, mob/user, params)
add_fingerprint(user)
switch(stage)
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, W.usesound, 75, 1)
usr << "<span class='notice'>You begin deconstructing [src]...</span>"
if (!do_after(usr, 30*W.toolspeed, target = src))
if (!do_after(usr, 30/W.toolspeed, target = src))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
@@ -120,24 +116,13 @@
return
return ..()
/obj/structure/light_construct/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/structure/light_construct/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc, sheets_refunded)
qdel(src)
/obj/structure/light_construct/small
/obj/machinery/light_construct/small
name = "small light fixture frame"
icon_state = "bulb-construct-stage1"
fixture_type = "bulb"
sheets_refunded = 1
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
@@ -147,8 +132,6 @@
desc = "A lighting fixture."
anchored = 1
layer = WALL_OBJ_LAYER
obj_integrity = 100
max_integrity = 100
use_power = 2
idle_power_usage = 2
active_power_usage = 20
@@ -165,6 +148,7 @@
// this is used to calc the probability the light burns out
var/rigged = 0 // true if rigged to explode
var/health = 20
// the smaller bulb light fixture
@@ -175,12 +159,12 @@
brightness = 4
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
health = 15
/obj/machinery/light/Move()
if(status != LIGHT_BROKEN)
break_light_tube(1)
broken(1)
return ..()
/obj/machinery/light/built/New()
@@ -202,11 +186,11 @@
if("tube")
brightness = 8
if(prob(2))
break_light_tube(1)
broken(1)
if("bulb")
brightness = 4
if(prob(5))
break_light_tube(1)
broken(1)
spawn(1)
update(0)
@@ -238,20 +222,23 @@
update_icon()
if(on)
if(!light || light.luminosity != brightness)
if(!light || light.light_range != brightness)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
explode()
else if( prob( min(60, switchcount*switchcount*0.01) ) )
if(trigger)
burn_out()
if(status == LIGHT_OK && trigger)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
set_light(0)
else
use_power = 2
SetLuminosity(brightness)
set_light(brightness)
else
use_power = 1
SetLuminosity(0)
set_light(0)
active_power_usage = (brightness * 10)
if(on != on_gs)
@@ -263,13 +250,6 @@
removeStaticPower(static_power_used, STATIC_LIGHT)
/obj/machinery/light/proc/burn_out()
if(status == LIGHT_OK)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
SetLuminosity(0)
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/seton(s)
@@ -331,7 +311,19 @@
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
deconstruct()
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.setDir(src.dir)
newlight.stage = 2
transfer_fingerprints_to(newlight)
qdel(src)
else
user << "<span class='userdanger'>You stick \the [W] into the light socket!</span>"
if(has_power() && (W.flags & CONDUCT))
@@ -339,64 +331,36 @@
s.set_up(3, 1, src)
s.start()
if (prob(75))
electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
else
return ..()
/obj/machinery/light/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/obj/structure/light_construct/newlight = null
var/cur_stage = 2
if(!disassembled)
cur_stage = 1
switch(fitting)
if("tube")
newlight = new /obj/structure/light_construct(src.loc)
newlight.icon_state = "tube-construct-stage[cur_stage]"
if("bulb")
newlight = new /obj/structure/light_construct/small(src.loc)
newlight.icon_state = "bulb-construct-stage[cur_stage]"
newlight.setDir(src.dir)
newlight.stage = cur_stage
if(!disassembled)
newlight.obj_integrity = newlight.max_integrity * 0.5
if(status != LIGHT_BROKEN)
break_light_tube()
if(status != LIGHT_EMPTY)
drop_light_tube()
new /obj/item/stack/cable_coil(loc, 1, "red")
transfer_fingerprints_to(newlight)
qdel(src)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
..()
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
if(on && (I.flags & CONDUCT))
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
electrocute_mob(user, get_area(src), src, 0.3)
/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(. && !qdeleted(src))
if(prob(damage_amount * 5))
break_light_tube()
/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
/obj/machinery/light/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
switch(status)
if(LIGHT_EMPTY)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
if(LIGHT_BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
else
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
if(sound_effect)
switch(status)
if(LIGHT_EMPTY)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
if(LIGHT_BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
else
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
if(BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
if(health <= 0)
broken()
// returns whether this light has power
@@ -425,6 +389,20 @@
src.flicker(1)
return
/obj/machinery/light/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/machinery/light/hitby(AM as mob|obj)
..()
var/tforce = 0
if(ismob(AM))
tforce = 40
else if(isobj(AM))
var/obj/item/I = AM
tforce = I.throwforce
take_damage(tforce)
// attack with hand - remove tube/bulb
// if hands aren't protected and the light is on, burn the player
@@ -457,16 +435,14 @@
else
user << "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>"
var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
H.update_damage_overlays()
var/obj/item/bodypart/affecting = H.get_bodypart("[user.hand ? "l" : "r" ]_arm")
if(affecting && affecting.take_damage( 0, 5 )) // 5 burn damage
H.update_damage_overlays(0)
H.updatehealth()
return // if burned, don't remove the light
else
user << "<span class='notice'>You remove the light [fitting].</span>"
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
/obj/machinery/light/proc/drop_light_tube(mob/user)
var/obj/item/weapon/light/L = new light_type()
L.status = status
L.rigged = rigged
@@ -477,11 +453,10 @@
switchcount = 0
L.update()
L.forceMove(loc)
L.add_fingerprint(user)
L.loc = loc
if(user) //puts it in our active hand
L.add_fingerprint(user)
user.put_in_active_hand(L)
user.put_in_active_hand(L) //puts it in our active hand
status = LIGHT_EMPTY
update()
@@ -493,13 +468,26 @@
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
// create a light tube/bulb item and put it in the user's hand
drop_light_tube()
var/obj/item/weapon/light/L = new light_type()
L.status = status
L.rigged = rigged
L.brightness = brightness
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
L.loc = loc
status = LIGHT_EMPTY
update()
// break the light and make sparks if was on
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0)
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
/obj/machinery/light/proc/broken(skip_sound_and_sparks = 0)
if(status == LIGHT_EMPTY)
return
if(!skip_sound_and_sparks)
@@ -520,10 +508,19 @@
on = 1
update()
/obj/machinery/light/tesla_act(power, explosive = FALSE)
if(explosive)
explosion(src.loc,0,0,0,flame_range = 5, adminlog = 0)
qdel(src)
// explosion effect
// destroy the whole light fixture or just shatter it
/obj/machinery/light/ex_act(severity, target)
..()
if(!qdeleted(src))
switch(severity)
if(2)
if(prob(50))
broken()
if(3)
if(prob(25))
broken()
// called when area power state changes
/obj/machinery/light/power_change()
@@ -535,14 +532,14 @@
/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
break_light_tube()
broken()
// explode the light
/obj/machinery/light/proc/explode()
set waitfor = 0
var/turf/T = get_turf(src.loc)
break_light_tube() // break it first to give a warning
broken() // break it first to give a warning
sleep(2)
explosion(T, 0, 0, 2, 2)
sleep(1)
@@ -556,11 +553,11 @@
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
w_class = 1
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
materials = list(MAT_GLASS=100)
materials = list(MAT_METAL=60)
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
@@ -570,6 +567,7 @@
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
materials = list(MAT_GLASS=100)
brightness = 8
/obj/item/weapon/light/bulb
@@ -578,6 +576,7 @@
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
materials = list(MAT_GLASS=100)
brightness = 4
/obj/item/weapon/light/throw_impact(atom/hit_atom)