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crystall-punk-14/Content.Shared/Light/EntitySystems/SharedSunShadowSystem.cs

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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
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);
}
}