* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Apply RoofOverlay per-grid not per-map * Fix light render scales * sangas * Juice it a bit * Better angle * Fixes * Add color support * Rounding bandaid * Wehs * Better * Remember I forgot to do this when writing docs --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Content.Client.GameTicking.Managers;
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using Content.Shared;
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using Content.Shared.Light.Components;
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using Content.Shared.Light.EntitySystems;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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namespace Content.Client.Light;
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/// <inheritdoc/>
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public sealed class LightCycleSystem : SharedLightCycleSystem
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{
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[Dependency] private readonly ClientGameTicker _ticker = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
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while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
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{
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if (!cycle.Running)
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continue;
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// We still iterate paused entities as we still want to override the lighting color and not have
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// it apply the server state
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var pausedTime = _metadata.GetPauseTime(uid);
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var time = (float) _timing.CurTime
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.Add(cycle.Offset)
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.Subtract(_ticker.RoundStartTimeSpan)
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.Subtract(pausedTime)
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.TotalSeconds;
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var color = GetColor((uid, cycle), cycle.OriginalColor, time);
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map.AmbientLightColor = color;
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}
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}
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}
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