Add point light to burning entities (#12959)

This commit is contained in:
Leon Friedrich
2022-12-12 16:35:33 +13:00
committed by GitHub
parent 7d551d9590
commit 77683a95df
4 changed files with 79 additions and 22 deletions

View File

@@ -18,4 +18,25 @@ public sealed class FireVisualsComponent : Component
[DataField("sprite")]
public string? Sprite;
[DataField("lightEnergyPerStack")]
public float LightEnergyPerStack = 0.5f;
[DataField("lightRadiusPerStack")]
public float LightRadiusPerStack = 0.3f;
[DataField("maxLightEnergy")]
public float MaxLightEnergy = 10f;
[DataField("maxLightRadius")]
public float MaxLightRadius = 4f;
[DataField("lightColor")]
public Color LightColor = Color.Orange;
/// <summary>
/// Client side point-light entity. We use this instead of directly adding a light to
/// the burning entity as entities don't support having multiple point-lights.
/// </summary>
public EntityUid? LightEntity;
}

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@@ -1,6 +1,8 @@
using Content.Client.Atmos.Components;
using Content.Shared.Atmos;
using OpenToolkit.Graphics.OpenGL;
using Robust.Client.GameObjects;
using Robust.Shared.Map;
namespace Content.Client.Atmos.EntitySystems;
@@ -14,42 +16,76 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
base.Initialize();
SubscribeLocalEvent<FireVisualsComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<FireVisualsComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, FireVisualsComponent component, ComponentShutdown args)
{
if (component.LightEntity != null)
{
Del(component.LightEntity.Value);
component.LightEntity = null;
}
if (TryComp<SpriteComponent>(uid, out var sprite))
sprite.RemoveLayer(FireVisualLayers.Fire);
}
private void OnComponentInit(EntityUid uid, FireVisualsComponent component, ComponentInit args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance))
return;
sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
sprite.LayerSetVisible(FireVisualLayers.Fire, false);
sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
if (component.Sprite != null)
sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite);
UpdateAppearance(uid, component, sprite, appearance);
}
protected override void OnAppearanceChange(EntityUid uid, FireVisualsComponent component, ref AppearanceChangeEvent args)
{
if (!args.Component.TryGetData(FireVisuals.OnFire, out bool onFire) ||
!TryComp<SpriteComponent>(component.Owner, out var sprite))
return;
var fireStacks = 0f;
if (args.Component.TryGetData(FireVisuals.FireStacks, out float stacks))
fireStacks = stacks;
SetOnFire(sprite, args.Component, component, onFire, fireStacks);
if (args.Sprite != null)
UpdateAppearance(uid, component, args.Sprite, args.Component);
}
private void SetOnFire(SpriteComponent sprite, AppearanceComponent appearance, FireVisualsComponent component, bool onFire, float fireStacks)
private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance)
{
if (component.Sprite != null)
sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite);
if (!sprite.LayerMapTryGet(FireVisualLayers.Fire, out var index))
return;
sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
appearance.TryGetData(FireVisuals.OnFire, out bool onFire);
appearance.TryGetData(FireVisuals.FireStacks, out float fireStacks);
sprite.LayerSetVisible(index, onFire);
if(fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
sprite.LayerSetState(FireVisualLayers.Fire, component.AlternateState);
if (!onFire)
{
if (component.LightEntity != null)
{
Del(component.LightEntity.Value);
component.LightEntity = null;
}
return;
}
if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
sprite.LayerSetState(index, component.AlternateState);
else
sprite.LayerSetState(FireVisualLayers.Fire, component.NormalState);
sprite.LayerSetState(index, component.NormalState);
component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default));
var light = EnsureComp<PointLightComponent>(component.LightEntity.Value);
light.Color = component.LightColor;
// light needs a minimum radius to be visible at all, hence the + 1.5f
light.Radius = Math.Clamp(1.5f + component.LightRadiusPerStack * fireStacks, 0f, component.MaxLightRadius);
light.Energy = Math.Clamp(1 + component.LightEnergyPerStack * fireStacks, 0f, component.MaxLightEnergy);
// TODO flickering animation? Or just add a noise mask to the light? But that requires an engine PR.
}
}

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@@ -147,7 +147,7 @@ public sealed partial class AdminVerbSystem
Act = () =>
{
// Fuck you. Burn Forever.
flammable.FireStacks = 99999.9f;
flammable.FireStacks = FlammableSystem.MaximumFireStacks;
_flammableSystem.Ignite(args.Target);
var xform = Transform(args.Target);
_popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target,

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@@ -23,7 +23,7 @@ using Robust.Shared.Physics.Systems;
namespace Content.Server.Atmos.EntitySystems
{
internal sealed class FlammableSystem : EntitySystem
public sealed class FlammableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
@@ -35,11 +35,11 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
private const float MinimumFireStacks = -10f;
private const float MaximumFireStacks = 20f;
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
private const float MinIgnitionTemperature = 373.15f;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
private float _timer = 0f;