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Makes fire blossoms glowy. (#75392)
## About The Pull Request They have bioluminescence trait as endershrooms, but don't glow like endershrooms. That's how it looks when grown:  And it has a weaker light when it's harvested:  ## Why It's Good For The Game It's cool. ## Changelog 🆑 add: Fire Blossoms are now glowy. /🆑
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@@ -140,6 +140,15 @@
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#define COLOR_ASSEMBLY_BLUE "#38559E"
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#define COLOR_ASSEMBLY_PURPLE "#6F6192"
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//Colors for Bioluminescence plant traits.
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#define COLOR_BIOLUMINESCENCE_STANDARD "#C3E381"
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#define COLOR_BIOLUMINESCENCE_SHADOW "#AAD84B"
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#define COLOR_BIOLUMINESCENCE_YELLOW "#FFFF66"
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#define COLOR_BIOLUMINESCENCE_GREEN "#99FF99"
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#define COLOR_BIOLUMINESCENCE_BLUE "#6699FF"
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#define COLOR_BIOLUMINESCENCE_PURPLE "#D966FF"
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#define COLOR_BIOLUMINESCENCE_PINK "#FFB3DA"
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///Colors for grayscale tools
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#define COLOR_TOOL_BLUE "#1861d5"
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#define COLOR_TOOL_RED "#951710"
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@@ -38,6 +38,9 @@
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///How many tiles standard fires glow.
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#define LIGHT_RANGE_FIRE 3
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#define LIGHT_FIRE_BLOSSOM 2.1
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#define LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED 2.7
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#define LIGHT_POWER_FIRE_BLOSSOM_HARVESTED 1.5
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// Lighting cutoff defines
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// These are a percentage of how much darkness to cut off (in rgb)
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@@ -353,8 +353,8 @@
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description = "It emits a soft glow."
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trait_ids = GLOW_ID
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mutability_flags = PLANT_GENE_REMOVABLE | PLANT_GENE_MUTATABLE | PLANT_GENE_GRAFTABLE
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/// The color of our bioluminesence.
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var/glow_color = "#C3E381"
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/// The color of our bioluminescence.
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var/glow_color = COLOR_BIOLUMINESCENCE_STANDARD
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/datum/plant_gene/trait/glow/proc/glow_range(obj/item/seeds/seed)
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return 1.4 + seed.potency * rate
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@@ -379,7 +379,7 @@
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name = "Shadow Emission"
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icon = "lightbulb-o"
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rate = 0.04
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glow_color = "#AAD84B"
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glow_color = COLOR_BIOLUMINESCENCE_SHADOW
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/datum/plant_gene/trait/glow/shadow/glow_power(obj/item/seeds/seed)
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return -max(seed.potency*(rate*0.2), 0.2)
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@@ -389,37 +389,37 @@
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/// White
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/datum/plant_gene/trait/glow/white
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name = "White Bioluminescence"
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glow_color = "#FFFFFF"
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glow_color = COLOR_WHITE
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/// Red
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/datum/plant_gene/trait/glow/red
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name = "Red Bioluminescence"
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glow_color = "#FF3333"
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glow_color = COLOR_RED_LIGHT
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/// Yellow (not the disgusting glowshroom yellow hopefully)
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/datum/plant_gene/trait/glow/yellow
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name = "Yellow Bioluminescence"
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glow_color = "#FFFF66"
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glow_color = COLOR_BIOLUMINESCENCE_YELLOW
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/// Green (oh no, now i'm radioactive)
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/datum/plant_gene/trait/glow/green
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name = "Green Bioluminescence"
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glow_color = "#99FF99"
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glow_color = COLOR_BIOLUMINESCENCE_GREEN
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/// Blue (the best one)
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/datum/plant_gene/trait/glow/blue
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name = "Blue Bioluminescence"
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glow_color = "#6699FF"
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glow_color = COLOR_BIOLUMINESCENCE_BLUE
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/// Purple (did you know that notepad++ doesnt think bioluminescence is a word) (was the person who wrote this using notepad++ for dm?)
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/datum/plant_gene/trait/glow/purple
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name = "Purple Bioluminescence"
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glow_color = "#D966FF"
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glow_color = COLOR_BIOLUMINESCENCE_PURPLE
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// Pink (gay tide station pride)
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/datum/plant_gene/trait/glow/pink
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name = "Pink Bioluminescence"
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glow_color = "#FFB3DA"
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glow_color = COLOR_BIOLUMINESCENCE_PINK
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/*
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* Makes plant teleport people when squashed or slipped on.
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@@ -133,6 +133,9 @@
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desc = "An odd flower that grows commonly near bodies of lava."
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icon_state = "fireblossom1"
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base_icon_state = "fireblossom"
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light_range = LIGHT_FIRE_BLOSSOM
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light_power = LIGHT_FIRE_BLOSSOM
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light_color = COLOR_BIOLUMINESCENCE_YELLOW
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product_types = list(/obj/item/food/grown/ash_flora/fireblossom = 1)
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harvested_name = "fire blossom stems"
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harvested_desc = "A few fire blossom stems, missing their flowers."
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@@ -144,6 +147,18 @@
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regrowth_time_high = 4000
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number_of_variants = 2
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/obj/structure/flora/ash/fireblossom/after_harvest()
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set_light_power(LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED)
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set_light_range(LIGHT_POWER_FIRE_BLOSSOM_HARVESTED)
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update_light()
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return ..()
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/obj/structure/flora/ash/fireblossom/regrow()
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set_light_power(initial(light_power))
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set_light_range(initial(light_range))
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update_light()
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return ..()
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///Snow flora to exist on icebox.
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/obj/structure/flora/ash/chilly
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name = "springy grassy fruit"
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