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Tweaks lighting, adds preset lights for better mood lighting (#55513)
Tweaks existing lighting and adds some presets for mapping Current list of presets is as follows: Main Tube Lights: normal, cold and warm with a subtype each that disables night lighting Red & blacklight (purple) for tube & small lightbulb Why It's Good For The Game Better support for more varied and interesting lighting. I made sure that the new presets are subtle and bright enough to not be distracting or made it harder to see Changes to currently mapped lighting should be mostly unnoticeable, standard tube lights have a very faint greenish tint typical of fluorescent lights, while small lightbulbs have an orange tint reminiscent of tungsten lightbulbs For mappers, I would suggest using types that disable nightlighting in work areas while keeping night lighting for hallways and other service/living areas. Normal lights for hallways, cold lighting for medbay and science, warm lighting for bar, library and dorms, red lights for maintenance, maybe blacklight for server rooms etc.
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@@ -227,7 +227,7 @@
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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/bulb_colour = "#f3fffa" // 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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@@ -259,30 +259,6 @@
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status = LIGHT_BROKEN
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icon_state = "tube-broken"
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/obj/machinery/light/dim
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nightshift_allowed = FALSE
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bulb_colour = "#FFDDCC"
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bulb_power = 0.8
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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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@@ -292,6 +268,57 @@
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/no_nightlight
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nightshift_enabled = FALSE
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/obj/machinery/light/warm
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bulb_colour = "#fae5c1"
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/obj/machinery/light/warm/no_nightlight
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nightshift_allowed = FALSE
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/obj/machinery/light/cold
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bulb_colour = "#deefff"
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nightshift_light_color = "#deefff"
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/obj/machinery/light/cold/no_nightlight
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nightshift_allowed = FALSE
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/obj/machinery/light/red
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bulb_colour = "#FF3232"
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nightshift_allowed = FALSE
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no_emergency = TRUE
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brightness = 2
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bulb_power = 0.7
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/obj/machinery/light/blacklight
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bulb_colour = "#A700FF"
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nightshift_allowed = FALSE
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brightness = 2
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bulb_power = 0.8
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/obj/machinery/light/dim
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nightshift_allowed = FALSE
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bulb_colour = "#FFDDCC"
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bulb_power = 0.6
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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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nightshift_brightness = 4
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bulb_colour = "#FFD6AA"
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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/small/built
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icon_state = "bulb-empty"
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start_with_cell = FALSE
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@@ -301,7 +328,23 @@
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/small/red
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bulb_colour = "#FF3232"
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no_emergency = TRUE
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nightshift_allowed = FALSE
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brightness = 1
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bulb_power = 0.8
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/obj/machinery/light/small/blacklight
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bulb_colour = "#A700FF"
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nightshift_allowed = FALSE
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brightness = 1
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bulb_power = 0.9
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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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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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@@ -888,7 +931,7 @@
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/obj/item/light/on_reagent_change(changetype)
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rigged = (reagents.has_reagent(/datum/reagent/toxin/plasma, LIGHT_REAGENT_CAPACITY)) //has_reagent returns the reagent datum
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return ..()
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#undef LIGHT_REAGENT_CAPACITY
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/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
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