* Makes light fixtures actually glow in the dark while on (And adds the necessary groundwork for other above lighting plane stuff) (#35879) * adds an above lighting layer, adds lighting overlays * fixes wonkiness with broken and burned lights * decreases overlay alpha a tad bit * i gotta test this - removes new() override from mutable_appearance * readds /mutable_appearance/New() for legacy behaviour * Makes light fixtures actually glow in the dark while on (And adds the necessary groundwork for other above lighting plane stuff)
807 lines
24 KiB
Plaintext
807 lines
24 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
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#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/wallframe/light_fixture
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name = "light fixture frame"
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desc = "Used for building lights."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-item"
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result_path = /obj/structure/light_construct
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inverse = TRUE
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/obj/item/wallframe/light_fixture/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-item"
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result_path = /obj/structure/light_construct/small
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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
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/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
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if(!..())
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return
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var/area/A = get_area(user)
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if(!IS_DYNAMIC_LIGHTING(A))
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to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
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return
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return TRUE
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/obj/structure/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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max_integrity = 200
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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var/obj/item/stock_parts/cell/cell
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var/cell_connectors = TRUE
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/obj/structure/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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if(building)
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setDir(ndir)
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/structure/light_construct/get_cell()
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return cell
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/obj/structure/light_construct/examine(mob/user)
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..()
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switch(src.stage)
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if(1)
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to_chat(user, "It's an empty frame.")
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if(2)
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to_chat(user, "It's wired.")
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if(3)
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to_chat(user, "The casing is closed.")
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if(cell_connectors)
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if(cell)
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to_chat(user, "You see [cell] inside the casing.")
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else
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to_chat(user, "The casing has no power cell for backup power.")
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else
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to_chat(user, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
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return
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/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/stock_parts/cell))
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if(!cell_connectors)
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to_chat(user, "<span class='warning'>This [name] can't support a power cell!</span>")
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return
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if(W.flags_1 & NODROP_1)
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to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
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return
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user.dropItemToGround(W)
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if(cell)
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user.visible_message("<span class='notice'>[user] swaps [W] out for [src]'s cell.</span>", \
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"<span class='notice'>You swap [src]'s power cells.</span>")
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cell.forceMove(drop_location())
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user.put_in_hands(cell)
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else
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user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
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"<span class='notice'>You add [W] to [src].</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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W.forceMove(src)
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cell = W
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add_fingerprint(user)
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return
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switch(stage)
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if(1)
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if(istype(W, /obj/item/wrench))
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to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
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if (W.use_tool(src, user, 30, volume=50))
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new /obj/item/stack/sheet/metal(drop_location(), sheets_refunded)
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user.visible_message("[user.name] deconstructs [src].", \
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"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
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playsound(src.loc, 'sound/items/deconstruct.ogg', 75, 1)
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qdel(src)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.use(1))
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icon_state = "[fixture_type]-construct-stage2"
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stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"<span class='notice'>You add wires to [src].</span>")
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else
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to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
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return
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if(2)
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if(istype(W, /obj/item/wrench))
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to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
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return
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if(istype(W, /obj/item/wirecutters))
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stage = 1
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icon_state = "[fixture_type]-construct-stage1"
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new /obj/item/stack/cable_coil(drop_location(), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
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W.play_tool_sound(src, 100)
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return
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if(istype(W, /obj/item/screwdriver))
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user.visible_message("[user.name] closes [src]'s casing.", \
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"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
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W.play_tool_sound(src, 75)
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(loc)
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if("bulb")
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newlight = new /obj/machinery/light/small/built(loc)
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newlight.setDir(dir)
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transfer_fingerprints_to(newlight)
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if(cell)
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newlight.cell = cell
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cell.forceMove(newlight)
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cell = null
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qdel(src)
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return
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return ..()
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/obj/structure/light_construct/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/structure/light_construct/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/metal(loc, sheets_refunded)
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qdel(src)
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-stage1"
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi'
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var/overlayicon = 'icons/obj/lighting_overlay.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube"
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desc = "A lighting fixture."
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = FALSE // 1 if on, 0 if off
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var/on_gs = FALSE
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var/static_power_used = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/bulb_power = 1 // basically the alpha of the emitted light source
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var/bulb_colour = "#FFFFFF" // befault colour of the light.
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = FALSE
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var/light_type = /obj/item/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = FALSE // true if rigged to explode
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var/obj/item/stock_parts/cell/cell
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var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
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var/nightshift_enabled = FALSE //Currently in night shift mode?
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var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
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var/nightshift_brightness = 8
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var/nightshift_light_power = 0.45
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var/nightshift_light_color = "#FFDDCC"
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var/emergency_mode = FALSE // if true, the light is in emergency mode
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var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
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var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
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var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
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var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
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var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
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/obj/machinery/light/broken
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status = LIGHT_BROKEN
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icon_state = "tube-broken"
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 4
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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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/obj/machinery/light/small/broken
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status = LIGHT_BROKEN
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icon_state = "bulb-broken"
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/obj/machinery/light/Move()
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if(status != LIGHT_BROKEN)
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break_light_tube(1)
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return ..()
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/obj/machinery/light/built
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icon_state = "tube-empty"
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start_with_cell = FALSE
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/obj/machinery/light/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/small/built
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icon_state = "bulb-empty"
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/obj/machinery/light/small/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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// create a new lighting fixture
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/obj/machinery/light/Initialize()
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. = ..()
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/stock_parts/cell/emergency_light(src)
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spawn(2)
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switch(fitting)
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if("tube")
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brightness = 8
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if(prob(2))
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break_light_tube(1)
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if("bulb")
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brightness = 4
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if(prob(5))
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break_light_tube(1)
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spawn(1)
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update(0)
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/obj/machinery/light/Destroy()
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var/area/A = get_area(src)
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if(A)
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on = FALSE
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// A.update_lights()
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/update_icon()
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cut_overlays()
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switch(status) // set icon_states
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if(LIGHT_OK)
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if(emergency_mode)
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icon_state = "[base_state]_emergency"
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else
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icon_state = "[base_state]"
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if(on)
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var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
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glowybit.alpha = CLAMP(light_power*250, 30, 200)
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add_overlay(glowybit)
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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return
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(trigger = TRUE)
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switch(status)
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if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
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on = FALSE
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emergency_mode = FALSE
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if(on)
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var/BR = nightshift_enabled? nightshift_brightness : brightness
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var/PO = nightshift_enabled? nightshift_light_power : bulb_power
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var/CO = nightshift_enabled? nightshift_light_color : bulb_colour
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var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color
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if(!matching)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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explode()
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else if( prob( min(60, (switchcount^2)*0.01) ) )
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if(trigger)
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burn_out()
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else
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use_power = ACTIVE_POWER_USE
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set_light(BR, PO, CO)
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else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
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use_power = IDLE_POWER_USE
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emergency_mode = TRUE
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else
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use_power = IDLE_POWER_USE
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set_light(0)
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update_icon()
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active_power_usage = (brightness * 10)
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if(on != on_gs)
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on_gs = on
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if(on)
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static_power_used = brightness * 20 //20W per unit luminosity
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addStaticPower(static_power_used, STATIC_LIGHT)
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else
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removeStaticPower(static_power_used, STATIC_LIGHT)
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/obj/machinery/light/process()
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if(has_power() && cell)
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cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
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if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
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update(FALSE) //Disables emergency mode and sets the color to normal
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/obj/machinery/light/proc/burn_out()
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if(status == LIGHT_OK)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = FALSE
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set_light(0)
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(s)
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on = (s && status == LIGHT_OK)
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update()
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/obj/machinery/light/get_cell()
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return cell
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// examine verb
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/obj/machinery/light/examine(mob/user)
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..()
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switch(status)
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if(LIGHT_OK)
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to_chat(user, "It is turned [on? "on" : "off"].")
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if(LIGHT_EMPTY)
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to_chat(user, "The [fitting] has been removed.")
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if(LIGHT_BURNED)
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to_chat(user, "The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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to_chat(user, "The [fitting] has been smashed.")
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if(cell)
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to_chat(user, "Its backup power charge meter reads [(cell.charge / cell.maxcharge) * 100]%.")
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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var/obj/item/device/lightreplacer/LR = W
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LR.ReplaceLight(src, user)
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// attempt to insert light
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else if(istype(W, /obj/item/light))
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if(status == LIGHT_OK)
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to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
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else
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src.add_fingerprint(user)
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var/obj/item/light/L = W
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if(istype(L, light_type))
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if(!user.temporarilyRemoveItemFromInventory(L))
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return
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src.add_fingerprint(user)
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if(status != LIGHT_EMPTY)
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drop_light_tube(user)
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to_chat(user, "<span class='notice'>You replace [L].</span>")
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else
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to_chat(user, "<span class='notice'>You insert [L].</span>")
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status = L.status
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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on = has_power()
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update()
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qdel(L)
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if(on && rigged)
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explode()
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else
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to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
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W.play_tool_sound(src, 75)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
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deconstruct()
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else
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to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
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if(has_power() && (W.flags_1 & CONDUCT_1))
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do_sparks(3, TRUE, src)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
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else
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return ..()
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/obj/machinery/light/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/obj/structure/light_construct/newlight = null
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var/cur_stage = 2
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if(!disassembled)
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cur_stage = 1
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switch(fitting)
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if("tube")
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newlight = new /obj/structure/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage[cur_stage]"
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if("bulb")
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newlight = new /obj/structure/light_construct/small(src.loc)
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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)
|
|
if(cell)
|
|
newlight.cell = cell
|
|
cell.forceMove(newlight)
|
|
cell = null
|
|
qdel(src)
|
|
|
|
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
|
|
..()
|
|
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
|
|
if(on && (I.flags_1 & CONDUCT_1))
|
|
if(prob(12))
|
|
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
|
|
|
|
/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)
|
|
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(BURN)
|
|
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
|
|
|
|
// returns if the light has power /but/ is manually turned off
|
|
// if a light is turned off, it won't activate emergency power
|
|
/obj/machinery/light/proc/turned_off()
|
|
var/area/A = get_area(src)
|
|
return !A.lightswitch && A.power_light || flickering
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/area/A = get_area(src)
|
|
return A.lightswitch && A.power_light
|
|
|
|
// returns whether this light has emergency power
|
|
// can also return if it has access to a certain amount of that power
|
|
/obj/machinery/light/proc/has_emergency_power(pwr)
|
|
if(no_emergency || !cell)
|
|
return FALSE
|
|
if(pwr ? cell.charge >= pwr : cell.charge)
|
|
return status == LIGHT_OK
|
|
|
|
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
|
|
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
|
|
if(!has_emergency_power(pwr))
|
|
return FALSE
|
|
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
|
|
visible_message("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
|
|
burn_out()
|
|
return FALSE
|
|
cell.use(pwr)
|
|
set_light(brightness * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
|
|
return TRUE
|
|
|
|
|
|
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
|
set waitfor = 0
|
|
if(flickering)
|
|
return
|
|
flickering = 1
|
|
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)
|
|
no_emergency = !no_emergency
|
|
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
|
|
update(FALSE)
|
|
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/living/carbon/human/user)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(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)
|
|
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
|
|
else if(istype(user) && user.dna.check_mutation(TK))
|
|
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
|
|
else
|
|
to_chat(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()
|
|
return // if burned, don't remove the light
|
|
else
|
|
to_chat(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/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.forceMove(loc)
|
|
|
|
if(user) //puts it in our active hand
|
|
L.add_fingerprint(user)
|
|
user.put_in_active_hand(L)
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
return L
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [fitting] in this light.")
|
|
return
|
|
|
|
to_chat(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
|
|
var/obj/item/light/L = drop_light_tube()
|
|
L.attack_tk(user)
|
|
|
|
|
|
// 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)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
|
if(on)
|
|
do_sparks(3, TRUE, src)
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
brightness = initial(brightness)
|
|
on = TRUE
|
|
update()
|
|
|
|
/obj/machinery/light/tesla_act(power, explosive = FALSE)
|
|
if(explosive)
|
|
explosion(src.loc,0,0,0,flame_range = 5, adminlog = 0)
|
|
qdel(src)
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
var/area/A = get_area(src)
|
|
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
|
|
break_light_tube()
|
|
|
|
// 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
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// 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'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = WEIGHT_CLASS_TINY
|
|
var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/base_state
|
|
var/switchcount = 0 // number of times switched
|
|
materials = list(MAT_GLASS=100)
|
|
grind_results = list("silicon" = 5, "nitrogen" = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/brightness = 2 //how much light it gives off
|
|
|
|
/obj/item/light/suicide_act(mob/living/carbon/user)
|
|
if (status == LIGHT_BROKEN)
|
|
user.visible_message("<span class='suicide'>[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
|
return BRUTELOSS
|
|
else
|
|
user.visible_message("<span class='suicide'>[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!</span>")
|
|
shatter()
|
|
return BRUTELOSS
|
|
|
|
/obj/item/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
brightness = 8
|
|
|
|
/obj/item/light/tube/broken
|
|
status = LIGHT_BROKEN
|
|
|
|
/obj/item/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
brightness = 4
|
|
|
|
/obj/item/light/bulb/broken
|
|
status = LIGHT_BROKEN
|
|
|
|
/obj/item/light/throw_impact(atom/hit_atom)
|
|
if(!..()) //not caught by a mob
|
|
shatter()
|
|
|
|
// update the icon state and description of the light
|
|
|
|
/obj/item/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/light/Initialize()
|
|
. = ..()
|
|
update()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject plasma to make it explode
|
|
/obj/item/light/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
if(istype(I, /obj/item/reagent_containers/syringe))
|
|
var/obj/item/reagent_containers/syringe/S = I
|
|
|
|
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
|
|
|
|
if(S.reagents.has_reagent("plasma", 5))
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/light/attack_obj(obj/O, mob/living/user)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
visible_message("<span class='danger'>[name] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
|
update()
|
|
|
|
|
|
/obj/machinery/light/floor
|
|
name = "floor light"
|
|
icon = 'icons/obj/lighting.dmi'
|
|
base_state = "floor" // base description and icon_state
|
|
icon_state = "floor"
|
|
brightness = 4
|
|
layer = 2.5
|
|
light_type = /obj/item/light/bulb
|
|
fitting = "bulb"
|