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