diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm
index bf8f5129f5..0425c3fa63 100644
--- a/code/__defines/lighting.dm
+++ b/code/__defines/lighting.dm
@@ -16,6 +16,8 @@
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state.
+#define LIGHTING_MULT_FACTOR 0.5
+
// If I were you I'd leave this alone.
#define LIGHTING_BASE_MATRIX \
list \
@@ -77,7 +79,7 @@
//Lighting values used by the station lights
#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
-#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFEEDD"
+#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFFEB8"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
diff --git a/code/game/objects/items/devices/lightreplacer.dm b/code/game/objects/items/devices/lightreplacer.dm
index 7e2b054165..4686aee807 100644
--- a/code/game/objects/items/devices/lightreplacer.dm
+++ b/code/game/objects/items/devices/lightreplacer.dm
@@ -121,48 +121,18 @@
/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
- if(target.status != LIGHT_OK)
- if(CanUse(U))
- if(!Use(U)) return
- U << "You replace the [target.fitting] with the [src]."
+ if(target.status == LIGHT_OK)
+ to_chat(U, "There is a working [target.get_fitting_name()] already inserted.")
+ else if(!CanUse(U))
+ to_chat(U, failmsg)
+ else if(Use(U))
+ to_chat(U, "You replace the [target.get_fitting_name()] with the [src].")
- if(target.status != LIGHT_EMPTY)
+ if(target.status != LIGHT_EMPTY)
+ target.remove_bulb()
- var/obj/item/weapon/light/L1 = new target.light_type(target.loc)
- L1.status = target.status
- L1.rigged = target.rigged
- L1.brightness_range = target.brightness_range
- L1.brightness_power = target.brightness_power
- L1.brightness_color = target.brightness_color
- L1.switchcount = target.switchcount
- target.switchcount = 0
- L1.update()
-
- target.status = LIGHT_EMPTY
- target.update()
-
- var/obj/item/weapon/light/L2 = new target.light_type()
-
- target.status = L2.status
- target.switchcount = L2.switchcount
- target.rigged = emagged
- target.brightness_range = L2.brightness_range
- target.brightness_power = L2.brightness_power
- target.brightness_color = L2.brightness_color
- target.on = target.has_power()
- target.update()
- qdel(L2)
-
- if(target.on && target.rigged)
- target.explode()
- return
-
- else
- U << failmsg
- return
- else
- U << "There is a working [target.fitting] already inserted."
- return
+ var/obj/item/weapon/light/L = new target.light_type()
+ target.insert_bulb(L)
/obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged
diff --git a/code/modules/lighting/lighting_corner.dm b/code/modules/lighting/lighting_corner.dm
index 088c53e521..30230a69e0 100644
--- a/code/modules/lighting/lighting_corner.dm
+++ b/code/modules/lighting/lighting_corner.dm
@@ -99,9 +99,9 @@
/datum/lighting_corner/proc/update_overlays()
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
- var/lum_r = src.lum_r
- var/lum_g = src.lum_g
- var/lum_b = src.lum_b
+ var/lum_r = src.lum_r > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_r) : src.lum_r
+ var/lum_g = src.lum_g > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_g) : src.lum_g
+ var/lum_b = src.lum_b > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_b) : src.lum_b
var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
. = 1 // factor
if (mx > 1)
diff --git a/code/modules/lighting/lighting_source.dm b/code/modules/lighting/lighting_source.dm
index d878d8c4b6..451b8273c8 100644
--- a/code/modules/lighting/lighting_source.dm
+++ b/code/modules/lighting/lighting_source.dm
@@ -189,7 +189,7 @@
);
// This is the define used to calculate falloff.
-#define LUM_FALLOFF(C, T)(1 - CLAMP01(sqrt((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
+#define LUM_FALLOFF(C, T)(1 - CLAMP01(((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) ** 0.6 / max(1, light_range)))
/datum/light_source/proc/apply_lum()
var/static/update_gen = 1
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index 24132d2988..2756ed8405 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -9,6 +9,14 @@
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
+#define LIGHTING_POWER_FACTOR 5 //5W per luminosity * range
+
+var/global/list/light_type_cache = list()
+/proc/get_light_type_instance(var/light_type)
+ . = light_type_cache[light_type]
+ if(!.)
+ . = new light_type
+ light_type_cache[light_type] = .
/obj/machinery/light_construct
name = "light fixture frame"
@@ -19,16 +27,26 @@
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
var/stage = 1
- var/fixture_type = "tube"
+ var/fixture_type = /obj/machinery/light
var/sheets_refunded = 2
- var/obj/machinery/light/newlight = null
-/obj/machinery/light_construct/New()
- ..()
- if (fixture_type == "bulb")
- icon_state = "bulb-construct-stage1"
- if (fixture_type == "flamp")
- icon_state = "flamp-construct-stage1"
+/obj/machinery/light_construct/New(atom/newloc, obj/machinery/light/fixture = null)
+ ..(newloc)
+ if(fixture)
+ fixture_type = fixture.type
+ fixture.transfer_fingerprints_to(src)
+ set_dir(fixture.dir)
+ stage = 2
+ update_icon()
+
+/obj/machinery/light_construct/update_icon()
+ switch(stage)
+ if(1)
+ icon_state = "tube-construct-stage1"
+ if(2)
+ icon_state = "tube-construct-stage2"
+ if(3)
+ icon_state = "tube-empty"
/obj/machinery/light_construct/examine(mob/user)
if(!..(user, 2))
@@ -36,21 +54,18 @@
switch(src.stage)
if(1)
- user << "It's an empty frame."
- return
+ to_chat(user, "It's an empty frame.")
if(2)
- user << "It's wired."
- return
+ to_chat(user, "It's wired.")
if(3)
- user << "The casing is closed."
- return
+ to_chat(user, "The casing is closed.")
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (W.is_wrench())
if (src.stage == 1)
playsound(src, W.usesound, 75, 1)
- usr << "You begin deconstructing [src]."
+ to_chat(usr, "You begin deconstructing [src].")
if (!do_after(usr, 30 * W.toolspeed))
return
new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
@@ -59,23 +74,17 @@
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
qdel(src)
if (src.stage == 2)
- usr << "You have to remove the wires first."
+ to_chat(usr, "You have to remove the wires first.")
return
if (src.stage == 3)
- usr << "You have to unscrew the case first."
+ to_chat(usr, "You have to unscrew the case first.")
return
if(W.is_wirecutter())
if (src.stage != 2) return
src.stage = 1
- switch(fixture_type)
- if ("tube")
- src.icon_state = "tube-construct-stage1"
- if("bulb")
- src.icon_state = "bulb-construct-stage1"
- if("flamp")
- src.icon_state = "flamp-construct-stage1"
+ src.update_icon()
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"You remove the wiring from [src].", "You hear a noise.")
@@ -86,42 +95,22 @@
if (src.stage != 1) return
var/obj/item/stack/cable_coil/coil = W
if (coil.use(1))
- switch(fixture_type)
- if ("tube")
- src.icon_state = "tube-construct-stage2"
- if("bulb")
- src.icon_state = "bulb-construct-stage2"
- if("flamp")
- src.icon_state = "flamp-construct-stage2"
src.stage = 2
+ src.update_icon()
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(W.is_screwdriver())
if (src.stage == 2)
- switch(fixture_type)
- if ("tube")
- src.icon_state = "tube-empty"
- if("bulb")
- src.icon_state = "bulb-empty"
- if("flamp")
- src.icon_state = "flamp-empty"
src.stage = 3
+ src.update_icon()
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src, W.usesound, 75, 1)
- switch(fixture_type)
-
- if("tube")
- newlight = new /obj/machinery/light/built(src.loc)
- if ("bulb")
- newlight = new /obj/machinery/light/small/built(src.loc)
- if ("flamp")
- newlight = new /obj/machinery/light/flamp/built(src.loc)
-
- newlight.dir = src.dir
+ var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
+ newlight.set_dir(src.dir)
src.transfer_fingerprints_to(newlight)
qdel(src)
return
@@ -134,9 +123,18 @@
icon_state = "bulb-construct-stage1"
anchored = 1
stage = 1
- fixture_type = "bulb"
+ fixture_type = /obj/machinery/light/small
sheets_refunded = 1
+/obj/machinery/light_construct/small/update_icon()
+ switch(stage)
+ if(1)
+ icon_state = "bulb-construct-stage1"
+ if(2)
+ icon_state = "bulb-construct-stage2"
+ if(3)
+ icon_state = "bulb-empty"
+
/obj/machinery/light_construct/flamp
name = "floor light fixture frame"
desc = "A floor light fixture under construction."
@@ -146,9 +144,18 @@
plane = OBJ_PLANE
layer = OBJ_LAYER
stage = 1
- fixture_type = "flamp"
+ fixture_type = /obj/machinery/light/flamp
sheets_refunded = 2
+/obj/machinery/light_construct/flamp/update_icon()
+ switch(stage)
+ if(1)
+ icon_state = "flamp-construct-stage1"
+ if(2)
+ icon_state = "flamp-construct-stage2"
+ if(3)
+ icon_state = "flamp-empty"
+
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
@@ -164,13 +171,19 @@
active_power_usage = 20 // VOREStation Edit - Keep lights at 20 power
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
+<<<<<<< HEAD
var/brightness_range = 10 // luminosity when on, also used in power calculation //VOREStation Edit - 8->10
var/brightness_power = 0.8
var/brightness_color = LIGHT_COLOR_FLUORESCENT_TUBE //VOREStation Edit - Our tubes are whiter
+=======
+ var/brightness_range
+ var/brightness_power
+ var/brightness_color
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
- var/fitting = "tube"
+ var/construct_type = /obj/machinery/light_construct
var/switchcount = 0 // count of number of times switched on/off
// this is used to calc the probability the light burns out
@@ -189,12 +202,18 @@
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
+<<<<<<< HEAD
fitting = "bulb"
brightness_range = 5 //VOREStation Edit - 4->5
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
shows_alerts = FALSE
+=======
+ desc = "A small lighting fixture."
+ light_type = /obj/item/weapon/light/bulb
+ construct_type = /obj/machinery/light_construct/small
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
/obj/machinery/light/small/flicker
auto_flicker = TRUE
@@ -203,14 +222,20 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp1"
base_state = "flamp"
+<<<<<<< HEAD
fitting = "bulb"
brightness_range = 8 //VOREStation Edit - 4->8
+=======
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
plane = OBJ_PLANE
layer = OBJ_LAYER
- brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A floor lamp."
light_type = /obj/item/weapon/light/bulb
+<<<<<<< HEAD
shows_alerts = FALSE
+=======
+ construct_type = /obj/machinery/light_construct/flamp
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
var/lamp_shade = 1
/obj/machinery/light/flamp/flicker
@@ -218,8 +243,7 @@
/obj/machinery/light/small/emergency
- brightness_range = 4
- brightness_color = "#da0205"
+ light_type = /obj/item/weapon/light/bulb/red
/obj/machinery/light/small/emergency/flicker
auto_flicker = TRUE
@@ -227,15 +251,18 @@
/obj/machinery/light/spot
name = "spotlight"
- fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
+<<<<<<< HEAD
shows_alerts = FALSE
brightness_range = 12
brightness_power = 0.9
+=======
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
/obj/machinery/light/spot/flicker
auto_flicker = TRUE
+<<<<<<< HEAD
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
@@ -258,22 +285,25 @@
update(0)
..()
//VOREStation Add End
+=======
+>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
// create a new lighting fixture
-/obj/machinery/light/New()
- ..()
+/obj/machinery/light/New(atom/newloc, obj/machinery/light_construct/construct = null)
+ ..(newloc)
- spawn(2)
- on = has_power()
+ if(construct)
+ status = LIGHT_EMPTY
+ construct_type = construct.type
+ construct.transfer_fingerprints_to(src)
+ set_dir(construct.dir)
+ else
+ var/obj/item/weapon/light/L = get_light_type_instance(light_type)
+ update_from_bulb(L)
+ if(prob(L.broken_chance))
+ broken(1)
- switch(fitting)
- if("tube")
- if(prob(2))
- broken(1)
- if("bulb")
- if(prob(5))
- broken(1)
- spawn(1)
- update(0)
+ on = powered()
+ update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
@@ -342,7 +372,7 @@
if(on)
update()
-// update the icon_state and luminosity of the light depending on its state
+// update lighting
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
if(!on)
@@ -375,14 +405,14 @@
use_power = 1
set_light(0)
- active_power_usage = light_range * light_power
+ active_power_usage = ((light_range * light_power) * LIGHTING_POWER_FACTOR)
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
- user << "That object is useless to you."
+ to_chat(user, "That object is useless to you.")
return
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
@@ -402,20 +432,52 @@
// examine verb
/obj/machinery/light/examine(mob/user)
+ var/fitting = get_fitting_name()
switch(status)
if(LIGHT_OK)
- user << "[desc] It is turned [on? "on" : "off"]."
+ to_chat(user, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
- user << "[desc] The [fitting] has been removed."
+ to_chat(user, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
- user << "[desc] The [fitting] is burnt out."
+ to_chat(user, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
- user << "[desc] The [fitting] has been smashed."
+ to_chat(user, "[desc] The [fitting] has been smashed.")
+/obj/machinery/light/proc/get_fitting_name()
+ var/obj/item/weapon/light/L = light_type
+ return initial(L.name)
+/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
+ status = L.status
+ switchcount = L.switchcount
+ rigged = L.rigged
+ brightness_range = L.brightness_range
+ brightness_power = L.brightness_power
+ brightness_color = L.brightness_color
// attack with item - insert light (if right type), otherwise try to break the light
+/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
+ update_from_bulb(L)
+ qdel(L)
+
+ on = powered()
+ update()
+
+ if(on && rigged)
+
+ log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
+ message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
+
+ explode()
+
+/obj/machinery/light/proc/remove_bulb()
+ . = new light_type(src.loc, src)
+
+ switchcount = 0
+ status = LIGHT_EMPTY
+ update()
+
/obj/machinery/light/attackby(obj/item/W, mob/user)
//Light replacer code
@@ -429,34 +491,15 @@
// attempt to insert light
if(istype(W, /obj/item/weapon/light))
if(status != LIGHT_EMPTY)
- user << "There is a [fitting] already inserted."
+ to_chat(user, "There is a [get_fitting_name()] already inserted.")
+ return
+ if(!istype(W, light_type))
+ to_chat(user, "This type of light requires a [get_fitting_name()].")
return
- else
- src.add_fingerprint(user)
- var/obj/item/weapon/light/L = W
- if(istype(L, light_type))
- status = L.status
- user << "You insert the [L.name]."
- switchcount = L.switchcount
- rigged = L.rigged
- brightness_range = L.brightness_range
- brightness_power = L.brightness_power
- brightness_color = L.brightness_color
- on = has_power()
- update()
- user.drop_item() //drop the item to update overlays and such
- qdel(L)
-
- if(on && rigged)
-
- log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
- message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
-
- explode()
- else
- user << "This type of light requires a [fitting]."
- return
+ to_chat(user, "You insert [W].")
+ insert_bulb(W)
+ src.add_fingerprint(user)
// attempt to break the light
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
@@ -466,7 +509,7 @@
if(prob(1+W.force * 5))
- user << "You hit the light, and it smashes!"
+ to_chat(user, "You hit the light, and it smashes!")
for(var/mob/M in viewers(src))
if(M == user)
continue
@@ -478,7 +521,7 @@
broken()
else
- user << "You hit the light!"
+ to_chat(user, "You hit the light!")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
@@ -486,29 +529,11 @@
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
- var/obj/machinery/light_construct/newlight = null
- switch(fitting)
- if("tube")
- newlight = new /obj/machinery/light_construct(src.loc)
- newlight.icon_state = "tube-construct-stage2"
-
- if("bulb")
- newlight = new /obj/machinery/light_construct/small(src.loc)
- newlight.icon_state = "bulb-construct-stage2"
-
- if("flamp")
- newlight = new /obj/machinery/light_construct/flamp(src.loc)
- newlight.icon_state = "flamp-construct-stage2"
-
- newlight.dir = src.dir
- newlight.stage = 2
- newlight.fingerprints = src.fingerprints
- newlight.fingerprintshidden = src.fingerprintshidden
- newlight.fingerprintslast = src.fingerprintslast
+ new construct_type(src.loc, src)
qdel(src)
return
- user << "You stick \the [W] into the light socket!"
+ to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && !(W.flags & NOCONDUCT))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
@@ -521,7 +546,7 @@
if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 50, 1)
- user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
+ to_chat(user, "You [anchored ? "wrench" : "unwrench"] \the [src].")
if(!lamp_shade)
if(istype(W, /obj/item/weapon/lampshade))
@@ -586,7 +611,7 @@
add_fingerprint(user)
if(status == LIGHT_EMPTY)
- user << "There is no [fitting] in this light."
+ to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(istype(user,/mob/living/carbon/human))
@@ -615,39 +640,22 @@
prot = 1
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
- user << "You remove the light [fitting]"
+ to_chat(user, "You remove the light [get_fitting_name()]")
else if(TK in user.mutations)
- user << "You telekinetically remove the light [fitting]."
+ to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
else
- user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
+ to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
return // if burned, don't remove the light
else
- user << "You remove the light [fitting]."
+ to_chat(user, "You remove the light [get_fitting_name()].")
// create a light tube/bulb item and put it in the user's hand
- var/obj/item/weapon/light/L = new light_type()
- L.status = status
- L.rigged = rigged
- L.brightness_range = brightness_range
- L.brightness_power = brightness_power
- L.brightness_color = brightness_color
-
- // light item inherits the switchcount, then zero it
- L.switchcount = switchcount
- switchcount = 0
-
- L.update()
- L.add_fingerprint(user)
-
- user.put_in_active_hand(L) //puts it in our active hand
-
- status = LIGHT_EMPTY
- update()
+ user.put_in_active_hand(remove_bulb()) //puts it in our active hand
/obj/machinery/light/flamp/attack_hand(mob/user)
if(lamp_shade)
if(status == LIGHT_EMPTY)
- user << "There is no [fitting] in this light."
+ to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(on)
@@ -662,28 +670,11 @@
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
- user << "There is no [fitting] in this light."
+ to_chat(user, "There is no [get_fitting_name()] in this light.")
return
- user << "You telekinetically remove the light [fitting]."
- // create a light tube/bulb item and put it in the user's hand
- var/obj/item/weapon/light/L = new light_type()
- L.status = status
- L.rigged = rigged
- L.brightness_range = brightness_range
- L.brightness_power = brightness_power
- L.brightness_color = brightness_color
-
- // light item inherits the switchcount, then zero it
- L.switchcount = switchcount
- switchcount = 0
-
- L.update()
- L.add_fingerprint(user)
- L.loc = loc
-
- status = LIGHT_EMPTY
- update()
+ to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
+ remove_bulb()
// break the light and make sparks if was on
@@ -730,13 +721,7 @@
// timed process
// use power
-#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
-
-
/obj/machinery/light/process()
- if(on)
- use_power(light_range * LIGHTING_POWER_FACTOR, LIGHT)
-
if(auto_flicker && !flickering)
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
seton(TRUE) // Lights must be on to flicker.
@@ -744,7 +729,6 @@
else
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
-
// called when area power state changes
/obj/machinery/light/power_change()
spawn(10)
@@ -781,8 +765,10 @@
var/switchcount = 0 // number of times switched
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/rigged = 0 // true if rigged to explode
+ var/broken_chance = 2
+
var/brightness_range = 2 //how much light it gives off
- var/brightness_power = 0.8
+ var/brightness_power = 1
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
/obj/item/weapon/light/tube
@@ -792,13 +778,14 @@
base_state = "ltube"
item_state = "c_tube"
matter = list("glass" = 100)
- brightness_range = 8
+ brightness_range = 6 // luminosity when on, also used in power calculation
+ brightness_power = 6
/obj/item/weapon/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
- brightness_power = 0.9
+ brightness_power = 9
/obj/item/weapon/light/bulb
name = "light bulb"
@@ -808,12 +795,18 @@
item_state = "contvapour"
matter = list("glass" = 100)
brightness_range = 5
+ brightness_power = 4
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
shatter()
+/obj/item/weapon/light/bulb/red
+ brightness_range = 4
+ color = "#da0205"
+ brightness_color = "#da0205"
+
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
@@ -821,11 +814,9 @@
base_state = "fbulb"
item_state = "egg4"
matter = list("glass" = 100)
- brightness_range = 5
// update the icon state and description of the light
-
-/obj/item/weapon/light/proc/update()
+/obj/item/weapon/light/update_icon()
switch(status)
if(LIGHT_OK)
icon_state = base_state
@@ -838,14 +829,19 @@
desc = "A broken [name]."
-/obj/item/weapon/light/New()
+/obj/item/weapon/light/New(atom/newloc, obj/machinery/light/fixture = null)
..()
- switch(name)
- if("light tube")
- brightness_range = rand(6,9)
- if("light bulb")
- brightness_range = rand(4,6)
- update()
+ if(fixture)
+ status = fixture.status
+ rigged = fixture.rigged
+ switchcount = fixture.switchcount
+ fixture.transfer_fingerprints_to(src)
+
+ //shouldn't be necessary to copy these unless someone varedits stuff, but just in case
+ brightness_range = fixture.brightness_range
+ brightness_power = fixture.brightness_power
+ brightness_color = fixture.brightness_color
+ update_icon()
// attack bulb/tube with object
@@ -855,7 +851,7 @@
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
- user << "You inject the solution into the [src]."
+ to_chat(user, "You inject the solution into the [src].")
if(S.reagents.has_reagent("phoron", 5))
@@ -889,7 +885,7 @@
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
- update()
+ update_icon()
//Lamp Shade
/obj/item/weapon/lampshade
diff --git a/html/changelogs/Novacat - Lighting.yml b/html/changelogs/Novacat - Lighting.yml
new file mode 100644
index 0000000000..eba91c1d21
--- /dev/null
+++ b/html/changelogs/Novacat - Lighting.yml
@@ -0,0 +1,37 @@
+################################
+# Example Changelog File
+#
+# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
+#
+# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
+# When it is, any changes listed below will disappear.
+#
+# Valid Prefixes:
+# bugfix
+# wip (For works in progress)
+# tweak
+# soundadd
+# sounddel
+# rscadd (general adding of nice things)
+# rscdel (general deleting of nice things)
+# imageadd
+# imagedel
+# maptweak
+# spellcheck (typo fixes)
+# experiment
+#################################
+
+# Your name.
+author: Novacat
+
+# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
+delete-after: True
+
+# Any changes you've made. See valid prefix list above.
+# INDENT WITH TWO SPACES. NOT TABS. SPACES.
+# SCREW THIS UP AND IT WON'T WORK.
+# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
+# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
+changes:
+ - tweak: "Attempts to make lighting less uniform"
+ - tweak: "Cleans up lighting code"
diff --git a/maps/submaps/surface_submaps/mountains/deadBeacon.dmm b/maps/submaps/surface_submaps/mountains/deadBeacon.dmm
index 85eefad2c5..2a32fb4f64 100644
--- a/maps/submaps/surface_submaps/mountains/deadBeacon.dmm
+++ b/maps/submaps/surface_submaps/mountains/deadBeacon.dmm
@@ -10,7 +10,7 @@
"j" = (/obj/structure/table/steel,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"k" = (/obj/structure/loot_pile/maint/technical,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"l" = (/obj/item/weapon/material/shard,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
-"m" = (/obj/structure/table/steel,/obj/item/weapon/circuitboard/comm_server,/obj/machinery/light/built{dir = 8; fitting = ""},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
+"m" = (/obj/structure/table/steel,/obj/item/weapon/circuitboard/comm_server,/obj/machinery/light{dir = 8; status = LIGHT_EMPTY},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"n" = (/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"o" = (/obj/item/weapon/paper/crumpled{info = "Sampatti Relay Sif-833
Decryption Key for 12-04-2488:
849B0022FBA920C244
Eyes Only.
The insider who knows all the secrets can bring down Lanka."; name = "Dusty Note"},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"p" = (/obj/structure/door_assembly/door_assembly_ext,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
@@ -27,7 +27,7 @@
"A" = (/obj/item/weapon/circuitboard/broken,/turf/simulated/mineral/floor/ignore_mapgen,/area/submap/cave/deadBeacon)
"B" = (/obj/structure/grille/broken,/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
"C" = (/obj/structure/loot_pile/maint/junk,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
-"D" = (/obj/item/weapon/cigbutt,/obj/item/weapon/tool/wrench,/obj/machinery/light/built,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
+"D" = (/obj/item/weapon/cigbutt,/obj/item/weapon/tool/wrench,/obj/machinery/light,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"E" = (/obj/item/weapon/material/shard,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"F" = (/obj/machinery/recharge_station,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"G" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)