Revert "Make lights dim under low power" (#19708)
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@@ -4,7 +4,6 @@ using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Temperature.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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@@ -43,7 +42,6 @@ namespace Content.Server.Light.EntitySystems
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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public const string LightBulbContainer = "light_bulb";
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@@ -243,14 +241,6 @@ namespace Content.Server.Light.EntitySystems
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}
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#endregion
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/// <summary>
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/// Supply factor (0-1) as input x, returns linear light scale (0-1).
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/// </summary>
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private float LightCurve(float x)
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{
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return (float)(1/0.8*(x-0.2));
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}
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private void UpdateLight(EntityUid uid,
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PoweredLightComponent? light = null,
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ApcPowerReceiverComponent? powerReceiver = null,
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@@ -275,10 +265,9 @@ namespace Content.Server.Light.EntitySystems
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switch (lightBulb.State)
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{
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case LightBulbState.Normal:
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float factor = LightCurve(_power.SupplyFactor(uid, powerReceiver));
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if (factor > 0 && light.On)
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if (powerReceiver.Powered && light.On)
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{
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius*factor, lightBulb.LightEnergy*factor, lightBulb.LightSoftness);
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
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var time = _gameTiming.CurTime;
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if (time > light.LastThunk + ThunkDelay)
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@@ -51,7 +51,6 @@ namespace Content.Server.Power.Components
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}
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public bool? PoweredLastUpdate;
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public float LastPowerReceived;
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[ViewVariables]
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public PowerState.Load NetworkLoad { get; } = new PowerState.Load
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@@ -297,14 +297,13 @@ namespace Content.Server.Power.EntitySystems
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while (enumerator.MoveNext(out var uid, out var apcReceiver))
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{
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var powered = apcReceiver.Powered;
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if (apcReceiver.LastPowerReceived == apcReceiver.NetworkLoad.ReceivingPower)
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if (powered == apcReceiver.PoweredLastUpdate)
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continue;
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if (metaQuery.GetComponent(uid).EntityPaused)
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continue;
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apcReceiver.PoweredLastUpdate = powered;
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apcReceiver.LastPowerReceived = apcReceiver.NetworkLoad.ReceivingPower;
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var ev = new PowerChangedEvent(apcReceiver.Powered, apcReceiver.NetworkLoad.ReceivingPower);
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RaiseLocalEvent(apcReceiver.Owner, ref ev);
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@@ -156,25 +156,6 @@ namespace Content.Server.Power.EntitySystems
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return receiver.Powered;
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}
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/// <summary>
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/// Return the fraction of the load power that is actually supplied to this receiver, e.g. 1
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/// if full power and 0 if no power. Better at handling brownouts compared to IsPowered().
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/// Handles always-powered devices correctly.
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/// </summary>
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public float SupplyFactor(EntityUid uid, ApcPowerReceiverComponent? receiver = null)
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{
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if (!Resolve(uid, ref receiver, false))
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return 1f;
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if (receiver.PowerDisabled)
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return 0f;
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if (!receiver.NeedsPower)
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return 1f;
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return receiver.NetworkLoad.ReceivingPower / receiver.Load;
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}
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/// <summary>
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/// Turn this machine on or off.
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/// Returns true if we turned it on, false if we turned it off.
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