* 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 * Remove v2 work * Finalise --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
131 lines
4.7 KiB
C#
131 lines
4.7 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Light.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Tools;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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using Robust.Shared.Utility;
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namespace Content.Shared.Maps
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{
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[Prototype("tile")]
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public sealed partial class ContentTileDefinition : IPrototype, IInheritingPrototype, ITileDefinition
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{
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[ValidatePrototypeId<ToolQualityPrototype>]
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public const string PryingToolQuality = "Prying";
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public const string SpaceID = "Space";
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[ParentDataFieldAttribute(typeof(AbstractPrototypeIdArraySerializer<ContentTileDefinition>))]
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public string[]? Parents { get; private set; }
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[NeverPushInheritance]
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[AbstractDataFieldAttribute]
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public bool Abstract { get; private set; }
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[IdDataField] public string ID { get; } = string.Empty;
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public ushort TileId { get; private set; }
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[DataField("name")]
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public string Name { get; private set; } = "";
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[DataField("sprite")] public ResPath? Sprite { get; private set; }
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[DataField("edgeSprites")] public Dictionary<Direction, ResPath> EdgeSprites { get; private set; } = new();
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[DataField("edgeSpritePriority")] public int EdgeSpritePriority { get; private set; } = 0;
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[DataField("isSubfloor")] public bool IsSubFloor { get; private set; }
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[DataField("baseTurf")]
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public string BaseTurf { get; private set; } = string.Empty;
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[DataField]
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public PrototypeFlags<ToolQualityPrototype> DeconstructTools { get; set; } = new();
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/// <remarks>
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/// Legacy AF but nice to have.
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/// </remarks>
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public bool CanCrowbar => DeconstructTools.Contains(PryingToolQuality);
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/// <summary>
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/// These play when the mob has shoes on.
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/// </summary>
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[DataField("footstepSounds")] public SoundSpecifier? FootstepSounds { get; private set; }
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/// <summary>
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/// These play when the mob has no shoes on.
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/// </summary>
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[DataField("barestepSounds")] public SoundSpecifier? BarestepSounds { get; private set; } = new SoundCollectionSpecifier("BarestepHard");
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[DataField("friction")] public float Friction { get; set; } = 0.2f;
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[DataField("variants")] public byte Variants { get; set; } = 1;
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/// <summary>
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/// This controls what variants the `variantize` command is allowed to use.
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/// </summary>
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[DataField("placementVariants")] public float[] PlacementVariants { get; set; } = { 1f };
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[DataField("thermalConductivity")] public float ThermalConductivity = 0.04f;
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// Heat capacity is opt-in, not opt-out.
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[DataField("heatCapacity")] public float HeatCapacity = Atmospherics.MinimumHeatCapacity;
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[DataField("itemDrop", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ItemDropPrototypeName { get; private set; } = "FloorTileItemSteel";
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// TODO rename data-field in yaml
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/// <summary>
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/// Whether or not the tile is exposed to the map's atmosphere.
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/// </summary>
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[DataField("isSpace")] public bool MapAtmosphere { get; private set; }
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/// <summary>
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/// Friction override for mob mover in <see cref="SharedMoverController"/>
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/// </summary>
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[DataField("mobFriction")]
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public float? MobFriction { get; private set; }
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/// <summary>
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/// No-input friction override for mob mover in <see cref="SharedMoverController"/>
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/// </summary>
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[DataField("mobFrictionNoInput")]
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public float? MobFrictionNoInput { get; private set; }
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/// <summary>
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/// Accel override for mob mover in <see cref="SharedMoverController"/>
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/// </summary>
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[DataField("mobAcceleration")]
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public float? MobAcceleration { get; private set; }
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[DataField("sturdy")] public bool Sturdy { get; private set; } = true;
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/// <summary>
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/// Can weather affect this tile.
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/// </summary>
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[DataField("weather")] public bool Weather = false;
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/// <summary>
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/// Is this tile immune to RCD deconstruct.
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/// </summary>
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[DataField("indestructible")] public bool Indestructible = false;
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public void AssignTileId(ushort id)
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{
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TileId = id;
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}
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}
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[Flags]
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public enum TileFlag : byte
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{
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None = 0,
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Roof = 1 << 0,
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}
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}
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