Gateway destinations (#21040)

* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
This commit is contained in:
metalgearsloth
2023-11-15 13:23:40 +11:00
committed by GitHub
parent 67a3c3a6a3
commit 816ee2e1ab
51 changed files with 1562 additions and 959 deletions

View File

@@ -15,7 +15,6 @@ namespace Content.Client.Weather;
public sealed class WeatherSystem : SharedWeatherSystem
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly MapSystem _mapSystem = default!;
@@ -28,16 +27,9 @@ public sealed class WeatherSystem : SharedWeatherSystem
public override void Initialize()
{
base.Initialize();
_overlayManager.AddOverlay(new WeatherOverlay(_transform, EntityManager.System<SpriteSystem>(), this));
SubscribeLocalEvent<WeatherComponent, ComponentHandleState>(OnWeatherHandleState);
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<WeatherOverlay>();
}
protected override void Run(EntityUid uid, WeatherData weather, WeatherPrototype weatherProto, float frameTime)
{
base.Run(uid, weather, weatherProto, frameTime);