Files
tbd-station-14/Content.Shared/Light/EntitySystems/SharedSunShadowSystem.cs
metalgearsloth f51b9bc86e Add sun shadows (planet lighting stage 2) (#35145)
* 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>
2025-03-08 16:07:42 +11:00

40 lines
1.2 KiB
C#

using Content.Shared.Light.Components;
using Robust.Shared.Random;
namespace Content.Shared.Light.EntitySystems;
public abstract class SharedSunShadowSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SunShadowCycleComponent, MapInitEvent>(OnCycleMapInit);
SubscribeLocalEvent<SunShadowCycleComponent, LightCycleOffsetEvent>(OnCycleOffset);
}
private void OnCycleOffset(Entity<SunShadowCycleComponent> ent, ref LightCycleOffsetEvent args)
{
// Okay so we synchronise with LightCycleComponent.
// However, the offset is only set on MapInit and we have no guarantee which one is ran first so we make sure.
ent.Comp.Offset = args.Offset;
Dirty(ent);
}
private void OnCycleMapInit(Entity<SunShadowCycleComponent> ent, ref MapInitEvent args)
{
if (TryComp(ent.Owner, out LightCycleComponent? lightCycle))
{
ent.Comp.Duration = lightCycle.Duration;
ent.Comp.Offset = lightCycle.Offset;
}
else
{
ent.Comp.Offset = _random.Next(ent.Comp.Duration);
}
Dirty(ent);
}
}