From 718ca41ea0a807ada96e916bc76768e24ee9b2e9 Mon Sep 17 00:00:00 2001 From: deathride58 Date: Wed, 16 May 2018 01:42:01 -0400 Subject: [PATCH] tweaks a bunch of lighting values. reduces the amount of light_power values greater than 1 --- code/__defines/lighting.dm | 7 +++++ code/game/machinery/alarm.dm | 12 +++---- code/game/machinery/floor_light.dm | 6 ++-- code/game/objects/items/devices/flashlight.dm | 31 ++++++++++--------- .../objects/items/stacks/marker_beacons.dm | 2 +- code/game/objects/structures/flora.dm | 8 ++--- code/game/turfs/simulated/floor_types.dm | 4 +-- code/game/turfs/simulated/wall_types.dm | 2 +- code/modules/power/apc.dm | 4 +-- code/modules/power/lighting.dm | 26 ++++++---------- 10 files changed, 53 insertions(+), 49 deletions(-) diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm index 9304a26efe..bf8f5129f5 100644 --- a/code/__defines/lighting.dm +++ b/code/__defines/lighting.dm @@ -74,5 +74,12 @@ #define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175) #define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250) +//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_BULB "#FFDDBB" +#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66" + //Fake ambient occlusion filter #define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, border=4, color="#04080FAA") diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm index a2115d9fdd..400f0a75fb 100644 --- a/code/game/machinery/alarm.dm +++ b/code/game/machinery/alarm.dm @@ -322,7 +322,7 @@ icon_state = "alarm1" new_color = "#DA0205" - set_light(l_range = 2, l_power = 0.5, l_color = new_color) + set_light(l_range = 2, l_power = 0.25, l_color = new_color) /obj/machinery/alarm/receive_signal(datum/signal/signal) if(stat & (NOPOWER|BROKEN)) @@ -838,14 +838,14 @@ FIRE ALARM else if(!detecting) icon_state = "fire1" - set_light(l_range = 4, l_power = 2, l_color = "#ff0000") + set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000") else icon_state = "fire0" switch(seclevel) - if("green") set_light(l_range = 2, l_power = 0.5, l_color = "#00ff00") - if("blue") set_light(l_range = 2, l_power = 0.5, l_color = "#1024A9") - if("red") set_light(l_range = 4, l_power = 2, l_color = "#ff0000") - if("delta") set_light(l_range = 4, l_power = 2, l_color = "#FF6633") + if("green") set_light(l_range = 2, l_power = 0.25, l_color = "#00ff00") + if("blue") set_light(l_range = 2, l_power = 0.25, l_color = "#1024A9") + if("red") set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000") + if("delta") set_light(l_range = 4, l_power = 0.9, l_color = "#FF6633") add_overlay("overlay_[seclevel]") /obj/machinery/firealarm/fire_act(datum/gas_mixture/air, temperature, volume) diff --git a/code/game/machinery/floor_light.dm b/code/game/machinery/floor_light.dm index 40ff7a3b04..1d0b63b0e1 100644 --- a/code/game/machinery/floor_light.dm +++ b/code/game/machinery/floor_light.dm @@ -16,8 +16,8 @@ var/list/floor_light_cache = list() var/on var/damaged var/default_light_range = 4 - var/default_light_power = 2 - var/default_light_colour = "#FFFFFF" + var/default_light_power = 0.75 + var/default_light_colour = LIGHT_COLOR_INCANDESCENT_BULB /obj/machinery/floor_light/prebuilt anchored = 1 @@ -154,4 +154,4 @@ var/list/floor_light_cache = list() /obj/machinery/floor_light/cultify() default_light_colour = "#FF0000" - update_brightness() \ No newline at end of file + update_brightness() diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 6d512981ae..d69c2c9d92 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -10,6 +10,8 @@ action_button_name = "Toggle Flashlight" var/on = 0 var/brightness_on = 4 //luminosity when on + var/flashlight_power = 0.8 //lighting power when on + var/flashlight_colour = LIGHT_COLOR_INCANDESCENT_FLASHLIGHT //lighting colour when on var/obj/item/weapon/cell/cell var/cell_type = /obj/item/weapon/cell/device var/list/brightness_levels @@ -71,11 +73,11 @@ icon_state = "[initial(icon_state)]-on" if(brightness_level == "low") - set_light(brightness_on/2) + set_light(brightness_on/2, flashlight_power*0.75, flashlight_colour) else if(brightness_level == "high") - set_light(brightness_on*1.5) + set_light(brightness_on*1.5, flashlight_power*1.1, flashlight_colour) else - set_light(brightness_on) + set_light(brightness_on, flashlight_power, flashlight_colour) else icon_state = "[initial(icon_state)]" @@ -267,6 +269,7 @@ name = "maglight" desc = "A very, very heavy duty flashlight." icon_state = "maglight" + flashlight_colour = LIGHT_COLOR_FLUORESCENT_FLASHLIGHT force = 10 flags = CONDUCT slot_flags = SLOT_BELT @@ -303,7 +306,7 @@ desc = "A classic green-shaded desk lamp." icon_state = "lampgreen" brightness_on = 5 - light_color = "#FFC58F" + flashlight_colour = "#FFC58F" /obj/item/device/flashlight/lamp/verb/toggle_light() set name = "Toggle light" @@ -320,8 +323,8 @@ desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'." w_class = ITEMSIZE_SMALL brightness_on = 8 // Pretty bright. - light_power = 3 - light_color = LIGHT_COLOR_FLARE + flashlight_power = 0.8 + flashlight_colour = LIGHT_COLOR_FLARE icon_state = "flare" item_state = "flare" action_button_name = null //just pull it manually, neckbeard. @@ -383,8 +386,8 @@ desc = "A green military-grade glowstick." w_class = ITEMSIZE_SMALL brightness_on = 4 - light_power = 2 - light_color = "#49F37C" + flashlight_power = 0.9 + flashlight_colour = "#49F37C" icon_state = "glowstick" item_state = "glowstick" var/fuel = 0 @@ -422,28 +425,28 @@ /obj/item/device/flashlight/glowstick/red name = "red glowstick" desc = "A red military-grade glowstick." - light_color = "#FC0F29" + flashlight_colour = "#FC0F29" icon_state = "glowstick_red" item_state = "glowstick_red" /obj/item/device/flashlight/glowstick/blue name = "blue glowstick" desc = "A blue military-grade glowstick." - light_color = "#599DFF" + flashlight_colour = "#599DFF" icon_state = "glowstick_blue" item_state = "glowstick_blue" /obj/item/device/flashlight/glowstick/orange name = "orange glowstick" desc = "A orange military-grade glowstick." - light_color = "#FA7C0B" + flashlight_colour = "#FA7C0B" icon_state = "glowstick_orange" item_state = "glowstick_orange" /obj/item/device/flashlight/glowstick/yellow name = "yellow glowstick" desc = "A yellow military-grade glowstick." - light_color = "#FEF923" + flashlight_colour = "#FEF923" icon_state = "glowstick_yellow" item_state = "glowstick_yellow" @@ -454,7 +457,7 @@ icon = 'icons/obj/lighting.dmi' icon_state = "floor1" //not a slime extract sprite but... something close enough! item_state = "slime" - light_color = "#FFF423" + flashlight_colour = "#FFF423" w_class = ITEMSIZE_TINY brightness_on = 6 on = 1 //Bio-luminesence has one setting, on. @@ -462,7 +465,7 @@ /obj/item/device/flashlight/slime/New() ..() - set_light(brightness_on) + set_light(brightness_on, flashlight_power, flashlight_colour) /obj/item/device/flashlight/slime/update_icon() return diff --git a/code/game/objects/items/stacks/marker_beacons.dm b/code/game/objects/items/stacks/marker_beacons.dm index 2194b84fbd..f252ecae06 100644 --- a/code/game/objects/items/stacks/marker_beacons.dm +++ b/code/game/objects/items/stacks/marker_beacons.dm @@ -83,7 +83,7 @@ var/list/marker_beacon_colors = list( // layer = BELOW_OPEN_DOOR_LAYER anchored = TRUE light_range = 2 - light_power = 3 + light_power = 0.8 var/remove_speed = 15 var/picked_color diff --git a/code/game/objects/structures/flora.dm b/code/game/objects/structures/flora.dm index c95b5af2c9..25febad1a3 100644 --- a/code/game/objects/structures/flora.dm +++ b/code/game/objects/structures/flora.dm @@ -197,7 +197,7 @@ desc = "This is an unusual plant. It's bulbous ends emit a soft blue light." icon_state = "plant-09" light_range = 2 - light_power = 1 + light_power = 0.6 light_color = "#33CCFF" /obj/structure/flora/pottedplant/orientaltree @@ -255,7 +255,7 @@ desc = "This is a subterranean plant. It's bulbous ends glow faintly." icon_state = "plant-20" light_range = 2 - light_power = 1 + light_power = 0.6 light_color = "#FF6633" /obj/structure/flora/pottedplant/minitree @@ -301,7 +301,7 @@ desc = "This is a subterranean plant. It's bulbous ends glow faintly." icon_state = "glowplant" light_range = 2 - light_power = 1 + light_power = 0.6 light_color = "#FF6633" /obj/structure/flora/sif/subterranean/initialize() @@ -315,4 +315,4 @@ /obj/structure/flora/sif/eyes/initialize() icon_state = "[initial(icon_state)][rand(1,3)]" - . = ..() \ No newline at end of file + . = ..() diff --git a/code/game/turfs/simulated/floor_types.dm b/code/game/turfs/simulated/floor_types.dm index dc49c0d893..316153ebc0 100644 --- a/code/game/turfs/simulated/floor_types.dm +++ b/code/game/turfs/simulated/floor_types.dm @@ -181,7 +181,7 @@ /turf/simulated/shuttle/floor/alien icon_state = "alienpod1" light_range = 3 - light_power = 3 + light_power = 0.6 light_color = "#66ffff" // Bright cyan. block_tele = TRUE @@ -253,4 +253,4 @@ /turf/simulated/shuttle/floor/voidcraft/external/dark -/turf/simulated/shuttle/floor/voidcraft/external/light \ No newline at end of file +/turf/simulated/shuttle/floor/voidcraft/external/light diff --git a/code/game/turfs/simulated/wall_types.dm b/code/game/turfs/simulated/wall_types.dm index eae30c6cb4..412d5402e3 100644 --- a/code/game/turfs/simulated/wall_types.dm +++ b/code/game/turfs/simulated/wall_types.dm @@ -118,7 +118,7 @@ icon_state = "alien" base_state = "alien" light_range = 3 - light_power = 3 + light_power = 0.75 light_color = "#ff0066" // Pink-ish block_tele = TRUE // Will be used for dungeons so this is needed to stop cheesing with handteles. diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index 9d513f386e..59131bc747 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -346,7 +346,7 @@ if(update & 3) if(update_state & UPDATE_BLUESCREEN) - set_light(l_range = 2, l_power = 0.5, l_color = "#0000FF") + set_light(l_range = 2, l_power = 0.25, l_color = "#0000FF") else if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD) var/color switch(charging) @@ -356,7 +356,7 @@ color = "#A8B0F8" if(2) color = "#82FF4C" - set_light(l_range = 2, l_power = 0.5, l_color = color) + set_light(l_range = 2, l_power = 0.25, l_color = color) else set_light(0) diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 678ffd009e..60e4b3e7be 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -165,8 +165,8 @@ 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 var/brightness_range = 6 // luminosity when on, also used in power calculation - var/brightness_power = 3 - var/brightness_color = null + var/brightness_power = 0.8 + var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE 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 @@ -183,8 +183,7 @@ base_state = "bulb" fitting = "bulb" brightness_range = 4 - brightness_power = 2 - brightness_color = "#FFF4E5" + brightness_color = LIGHT_COLOR_INCANDESCENT_BULB desc = "A small lighting fixture." light_type = /obj/item/weapon/light/bulb @@ -193,17 +192,15 @@ base_state = "flamp" fitting = "bulb" brightness_range = 5 - brightness_power = 2 plane = OBJ_PLANE layer = OBJ_LAYER - brightness_color = "#FFF4E5" + brightness_color = LIGHT_COLOR_INCANDESCENT_BULB desc = "A floor lamp." light_type = /obj/item/weapon/light/bulb var/lamp_shade = 1 /obj/machinery/light/small/emergency brightness_range = 4 - brightness_power = 2 brightness_color = "#da0205" /obj/machinery/light/spot @@ -211,7 +208,7 @@ fitting = "large tube" light_type = /obj/item/weapon/light/tube/large brightness_range = 12 - brightness_power = 4 + brightness_power = 0.9 /obj/machinery/light/built/New() status = LIGHT_EMPTY @@ -716,8 +713,8 @@ matter = list(DEFAULT_WALL_MATERIAL = 60) var/rigged = 0 // true if rigged to explode var/brightness_range = 2 //how much light it gives off - var/brightness_power = 1 - var/brightness_color = null + var/brightness_power = 0.8 + var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE /obj/item/weapon/light/tube name = "light tube" @@ -727,13 +724,12 @@ item_state = "c_tube" matter = list("glass" = 100) brightness_range = 8 - brightness_power = 3 /obj/item/weapon/light/tube/large w_class = ITEMSIZE_SMALL name = "large light tube" brightness_range = 15 - brightness_power = 4 + brightness_power = 0.9 /obj/item/weapon/light/bulb name = "light bulb" @@ -743,8 +739,7 @@ item_state = "contvapour" matter = list("glass" = 100) brightness_range = 5 - brightness_power = 2 - brightness_color = "#a0a080" + brightness_color = LIGHT_COLOR_INCANDESCENT_BULB /obj/item/weapon/light/throw_impact(atom/hit_atom) ..() @@ -758,7 +753,6 @@ item_state = "egg4" matter = list("glass" = 100) brightness_range = 5 - brightness_power = 2 // update the icon state and description of the light @@ -834,4 +828,4 @@ desc = "A lamp shade for a lamp." icon = 'icons/obj/lighting.dmi' icon_state = "lampshade" - w_class = ITEMSIZE_TINY \ No newline at end of file + w_class = ITEMSIZE_TINY