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kiwistation/code/game/objects/items/devices/flashlight.dm
T
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00

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/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
custom_price = 10
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=50, /datum/material/glass=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //range of light when on
var/flashlight_power = 1 //strength of the light when on
/obj/item/flashlight/Initialize()
. = ..()
if(icon_state == "[initial(icon_state)]-on")
on = TRUE
update_brightness()
/obj/item/flashlight/proc/update_brightness(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(flashlight_power)
set_light(l_range = brightness_on, l_power = flashlight_power)
else
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/attack_self(mob/user)
on = !on
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
if (user.eye_blind)
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
add_fingerprint(user)
if(istype(M) && on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(!M.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
return
if(flashlight_power < 1)
to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
return
switch(user.zone_selected)
if(BODY_ZONE_PRECISE_EYES)
if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
to_chat(user, "<span class='warning'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first!</span>")
return
var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
if(!E)
to_chat(user, "<span class='warning'>[M] doesn't have any eyes!</span>")
return
if(M == user) //they're using it on themselves
if(M.flash_act(visual = 1))
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", "<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_BLIND)) || !M.flash_act(visual = 1)) //mob is dead or fully blind
to_chat(user, "<span class='warning'>[M]'s pupils don't react to the light!</span>")
else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
else //they're okay!
to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
if(BODY_ZONE_PRECISE_MOUTH)
if(M.is_mouth_covered())
to_chat(user, "<span class='warning'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!</span>")
return
var/their = M.p_their()
var/list/mouth_organs = new
for(var/obj/item/organ/O in M.internal_organs)
if(O.zone == BODY_ZONE_PRECISE_MOUTH)
mouth_organs.Add(O)
var/organ_list = ""
var/organ_count = LAZYLEN(mouth_organs)
if(organ_count)
for(var/I in 1 to organ_count)
if(I > 1)
if(I == mouth_organs.len)
organ_list += ", and "
else
organ_list += ", "
var/obj/item/organ/O = mouth_organs[I]
organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
var/pill_count = 0
for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
pill_count++
if(M == user)
var/can_use_mirror = FALSE
if(isturf(user.loc))
var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
if(mirror)
switch(user.dir)
if(NORTH)
can_use_mirror = mirror.pixel_y > 0
if(SOUTH)
can_use_mirror = mirror.pixel_y < 0
if(EAST)
can_use_mirror = mirror.pixel_x > 0
if(WEST)
can_use_mirror = mirror.pixel_x < 0
M.visible_message("<span class='notice'>[M] directs [src] to [their] mouth.</span>", \
"<span class='notice'>You point [src] into your mouth.</span>")
if(!can_use_mirror)
to_chat(user, "<span class='notice'>You can't see anything without a mirror.</span>")
return
if(organ_count)
to_chat(user, "<span class='notice'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
else
to_chat(user, "<span class='notice'>There's nothing inside your mouth.</span>")
if(pill_count)
to_chat(user, "<span class='notice'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>")
else
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s mouth.</span>",\
"<span class='notice'>You direct [src] to [M]'s mouth.</span>")
if(organ_count)
to_chat(user, "<span class='notice'>Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
else
to_chat(user, "<span class='notice'>[M] doesn't have any organs in [their] mouth.</span>")
if(pill_count)
to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.</span>")
else
return ..()
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
icon_state = "penlight"
item_state = ""
flags_1 = CONDUCT_1
brightness_on = 2
var/holo_cooldown = 0
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!proximity_flag)
if(holo_cooldown > world.time)
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
return
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
custom_materials = null
on = TRUE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
grind_results = list(/datum/reagent/sulfur = 15)
/obj/item/flashlight/flare/Initialize()
. = ..()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
/obj/item/flashlight/flare/process()
open_flame(heat)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/ignition_effect(atom/A, mob/user)
if(fuel && on)
. = "<span class='notice'>[user] lights [A] with [src] like a real \
badass.</span>"
else
. = ""
/obj/item/flashlight/flare/proc/turn_off()
on = FALSE
force = initial(src.force)
damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
START_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/get_temperature()
return on * heat
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
slot_flags = null
/obj/item/flashlight/lantern
name = "lantern"
icon_state = "lantern"
item_state = "lantern"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
/obj/item/flashlight/lantern/heirloom_moth
name = "old lantern"
desc = "An old lantern that has seen plenty of use."
brightness_on = 4
/obj/item/flashlight/lantern/syndicate
name = "suspicious lantern"
desc = "A suspicious looking lantern."
icon_state = "syndilantern"
item_state = "syndilantern"
brightness_on = 10
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
custom_materials = null
brightness_on = 6 //luminosity when on
/obj/item/flashlight/emp
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
if(on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)) // call original attack when examining organs
..()
return
/obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(A))
var/mob/M = A
log_combat(user, M, "attacked", "EMP-light")
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].</span>", \
"<span class='userdanger'>[user] blinks \the [src] at you.</span>")
else
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].</span>")
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.</span>")
A.emp_act(EMP_HEAVY)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flashlight/emp/debug //for testing emp_act()
name = "debug EMP flashlight"
emp_max_charges = 100
emp_cur_charges = 100
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
custom_price = 10
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick
var/fuel = 0
/obj/item/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
. = ..()
/obj/item/flashlight/glowstick/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/flashlight/glowstick/process()
fuel = max(fuel - 1, 0)
if(!fuel)
turn_off()
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/item/flashlight/glowstick/proc/turn_off()
on = FALSE
update_icon()
/obj/item/flashlight/glowstick/update_icon()
item_state = "glowstick"
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
set_light(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
set_light(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(!fuel)
to_chat(user, "<span class='notice'>[src] is spent.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
return
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
START_PROCESSING(SSobj, src)
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
if(!fuel)
user.visible_message("<span class='suicide'>[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but it's empty!</span>")
return SHAME
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
if(!eyes)
user.visible_message("<span class='suicide'>[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
fuel = 0
return (FIRELOSS)
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/effect/spawner/lootdrop/glowstick
name = "random colored glowstick"
icon = 'icons/obj/lighting.dmi'
icon_state = "random_glowstick"
/obj/effect/spawner/lootdrop/glowstick/Initialize()
loot = typesof(/obj/item/flashlight/glowstick)
. = ..()
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
icon_state = "flashdark"
item_state = "flashdark"
brightness_on = 2.5
flashlight_power = -3
/obj/item/flashlight/eyelight
name = "eyelight"
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
brightness_on = 15
flashlight_power = 1
flags_1 = CONDUCT_1
item_flags = DROPDEL
actions_types = list()