Files
Bubberstation/code/modules/power/lighting/light_mapping_helpers.dm
SkyratBot 2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00

155 lines
3.7 KiB
Plaintext

/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube-broken"
/obj/machinery/light/built
icon_state = "tube-empty"
start_with_cell = FALSE
/obj/machinery/light/built/Initialize(mapload)
. = ..()
status = LIGHT_EMPTY
update(0)
/obj/machinery/light/no_nightlight
nightshift_enabled = FALSE
/obj/machinery/light/warm
bulb_colour = "#fae5c1"
/obj/machinery/light/warm/no_nightlight
nightshift_allowed = FALSE
/obj/machinery/light/cold
bulb_colour = LIGHT_COLOR_FAINT_BLUE
nightshift_light_color = LIGHT_COLOR_FAINT_BLUE
/obj/machinery/light/cold/no_nightlight
nightshift_allowed = FALSE
/obj/machinery/light/red
bulb_colour = "#FF3232"
nightshift_allowed = FALSE
no_low_power = TRUE
/obj/machinery/light/red/dim
brightness = 4
bulb_power = 0.7
fire_brightness = 2
/obj/machinery/light/blacklight
bulb_colour = "#A700FF"
nightshift_allowed = FALSE
/obj/machinery/light/dim
nightshift_allowed = FALSE
bulb_colour = "#FFDDCC"
bulb_power = 0.6
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb"
base_state = "bulb"
fitting = "bulb"
brightness = 4
nightshift_brightness = 4
fire_brightness = 3
bulb_colour = "#FFD6AA"
fire_colour = "#bd3f46"
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
/obj/machinery/light/small/broken
status = LIGHT_BROKEN
icon_state = "bulb-broken"
/obj/machinery/light/small/built
icon_state = "bulb-empty"
start_with_cell = FALSE
/obj/machinery/light/small/built/Initialize(mapload)
. = ..()
status = LIGHT_EMPTY
update(0)
/obj/machinery/light/small/red
bulb_colour = "#FF3232"
no_low_power = TRUE
nightshift_allowed = FALSE
fire_colour = "#ff1100"
/obj/machinery/light/small/red/dim
brightness = 2
bulb_power = 0.8
fire_brightness = 2
/obj/machinery/light/small/blacklight
bulb_colour = "#A700FF"
nightshift_allowed = FALSE
brightness = 4
fire_brightness = 3
fire_colour = "#d400ff"
// -------- Directional presets
// The directions are backwards on the lights we have now
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light, 0)
// ---- Broken tube
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/broken, 0)
// ---- Tube construct
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/light_construct, 0)
// ---- Tube frames
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/built, 0)
// ---- No nightlight tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/no_nightlight, 0)
// ---- Warm light tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/warm, 0)
// ---- No nightlight warm light tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/warm/no_nightlight, 0)
// ---- Cold light tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/cold, 0)
// ---- No nightlight cold light tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/cold/no_nightlight, 0)
// ---- Red tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/red, 0)
// ---- Red dim tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/red/dim, 0)
// ---- Blacklight tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/blacklight, 0)
// ---- Dim tubes
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/dim, 0)
// -------- Bulb lights
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small, 0)
// ---- Bulb construct
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/light_construct/small, 0)
// ---- Bulb frames
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small/built, 0)
// ---- Broken bulbs
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small/broken, 0)
// ---- Red bulbs
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small/red, 0)
// ---- Red dim bulbs
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small/red/dim, 0)
// ---- Blacklight bulbs
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/light/small/blacklight, 0)