clean up weather systems (#28792)

* clean up weather systems

* Update WeatherComponent.cs

* Update SharedWeatherSystem.cs

* some fix

* Update SharedWeatherSystem.cs

* Update WeatherComponent.cs

* Update WeatherComponent.cs

* revert autoPause

* Update SharedWeatherSystem.cs
This commit is contained in:
Ed
2024-06-18 13:27:34 +03:00
committed by GitHub
parent 82c4db67bc
commit a1e66cfbb4
5 changed files with 28 additions and 37 deletions

View File

@@ -2,16 +2,11 @@ using System.Numerics;
using Content.Shared.Weather;
using Robust.Client.Audio;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
@@ -62,7 +57,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (TryComp<MapGridComponent>(entXform.GridUid, out var grid))
{
var gridId = entXform.GridUid.Value;
// Floodfill to the nearest tile and use that for audio.
// FloodFill to the nearest tile and use that for audio.
var seed = _mapSystem.GetTileRef(gridId, grid, entXform.Coordinates);
var frontier = new Queue<TileRef>();
frontier.Enqueue(seed);
@@ -75,7 +70,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (!visited.Add(node.GridIndices))
continue;
if (!CanWeatherAffect(grid, node))
if (!CanWeatherAffect(entXform.GridUid.Value, grid, node))
{
// Add neighbors
// TODO: Ideally we pick some deterministically random direction and use that
@@ -107,7 +102,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (nearestNode != null)
{
var entPos = _transform.GetMapCoordinates(entXform);
var nodePosition = nearestNode.Value.ToMap(EntityManager, _transform).Position;
var nodePosition = _transform.ToMapCoordinates(nearestNode.Value).Position;
var delta = nodePosition - entPos.Position;
var distance = delta.Length();
occlusion = _audio.GetOcclusion(entPos, delta, distance);