Add point light to burning entities (#12959)
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@@ -1,6 +1,8 @@
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using Content.Client.Atmos.Components;
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using Content.Shared.Atmos;
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using OpenToolkit.Graphics.OpenGL;
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using Robust.Client.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Client.Atmos.EntitySystems;
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@@ -14,42 +16,76 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
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base.Initialize();
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SubscribeLocalEvent<FireVisualsComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<FireVisualsComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnShutdown(EntityUid uid, FireVisualsComponent component, ComponentShutdown args)
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{
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if (component.LightEntity != null)
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{
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Del(component.LightEntity.Value);
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component.LightEntity = null;
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}
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if (TryComp<SpriteComponent>(uid, out var sprite))
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sprite.RemoveLayer(FireVisualLayers.Fire);
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}
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private void OnComponentInit(EntityUid uid, FireVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance))
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return;
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sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
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sprite.LayerSetVisible(FireVisualLayers.Fire, false);
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sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
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if (component.Sprite != null)
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sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite);
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UpdateAppearance(uid, component, sprite, appearance);
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}
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protected override void OnAppearanceChange(EntityUid uid, FireVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (!args.Component.TryGetData(FireVisuals.OnFire, out bool onFire) ||
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!TryComp<SpriteComponent>(component.Owner, out var sprite))
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return;
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var fireStacks = 0f;
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if (args.Component.TryGetData(FireVisuals.FireStacks, out float stacks))
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fireStacks = stacks;
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SetOnFire(sprite, args.Component, component, onFire, fireStacks);
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if (args.Sprite != null)
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UpdateAppearance(uid, component, args.Sprite, args.Component);
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}
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private void SetOnFire(SpriteComponent sprite, AppearanceComponent appearance, FireVisualsComponent component, bool onFire, float fireStacks)
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private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (component.Sprite != null)
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sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite);
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if (!sprite.LayerMapTryGet(FireVisualLayers.Fire, out var index))
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return;
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sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
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appearance.TryGetData(FireVisuals.OnFire, out bool onFire);
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appearance.TryGetData(FireVisuals.FireStacks, out float fireStacks);
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sprite.LayerSetVisible(index, onFire);
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if(fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
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sprite.LayerSetState(FireVisualLayers.Fire, component.AlternateState);
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if (!onFire)
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{
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if (component.LightEntity != null)
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{
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Del(component.LightEntity.Value);
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component.LightEntity = null;
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}
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return;
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}
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if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
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sprite.LayerSetState(index, component.AlternateState);
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else
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sprite.LayerSetState(FireVisualLayers.Fire, component.NormalState);
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sprite.LayerSetState(index, component.NormalState);
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component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default));
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var light = EnsureComp<PointLightComponent>(component.LightEntity.Value);
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light.Color = component.LightColor;
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// light needs a minimum radius to be visible at all, hence the + 1.5f
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light.Radius = Math.Clamp(1.5f + component.LightRadiusPerStack * fireStacks, 0f, component.MaxLightRadius);
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light.Energy = Math.Clamp(1 + component.LightEnergyPerStack * fireStacks, 0f, component.MaxLightEnergy);
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// TODO flickering animation? Or just add a noise mask to the light? But that requires an engine PR.
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}
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}
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