Files
tbd-station-14/Content.Shared/Light/EntitySystems/SharedRoofSystem.cs
metalgearsloth b6ee183dc6 Add planet lighting (#32522)
* 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>
2025-02-16 19:35:32 +11:00

43 lines
1.1 KiB
C#

using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.EntitySystems;
/// <summary>
/// Handles the roof flag for tiles that gets used for the RoofOverlay.
/// </summary>
public abstract class SharedRoofSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _maps = default!;
public void SetRoof(Entity<MapGridComponent?, RoofComponent?> grid, Vector2i index, bool value)
{
if (!Resolve(grid, ref grid.Comp1, ref grid.Comp2, false))
return;
if (!_maps.TryGetTile(grid.Comp1, index, out var tile))
return;
var mask = (tile.Flags & (byte)TileFlag.Roof);
var rooved = mask != 0x0;
if (rooved == value)
return;
Tile newTile;
if (value)
{
newTile = tile.WithFlag((byte)(tile.Flags | (ushort)TileFlag.Roof));
}
else
{
newTile = tile.WithFlag((byte)(tile.Flags & ~(ushort)TileFlag.Roof));
}
_maps.SetTile((grid.Owner, grid.Comp1), index, newTile);
}
}