Merge pull request #1 from crystallpunk-14/transit

Day cycle
This commit is contained in:
Ed
2024-03-28 21:06:55 +03:00
committed by GitHub
4 changed files with 7889 additions and 1 deletions

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@@ -0,0 +1,58 @@
using Robust.Shared.Serialization;
namespace Content.Shared.CrystallPunk.DayCycle;
/// <summary>
/// Stores all the necessary data for the day and night cycle system to work
/// </summary>
[RegisterComponent, Access(typeof(DayCycleSystem))]
public sealed partial class DayCycleComponent : Component
{
[DataField(required: true)]
public List<DayCycleEntry> TimeEntries = new();
[DataField]
public bool IsNight = false;
[DataField]
public int CurrentTimeEntry = 0;
[DataField]
public TimeSpan EntryStartTime;
[DataField]
public TimeSpan EntryEndTime;
}
[DataDefinition, NetSerializable, Serializable]
public readonly partial record struct DayCycleEntry()
{
/// <summary>
/// the color of the world's lights at the beginning of this time of day
/// </summary>
[DataField]
public Color StartColor { get; init; } = Color.White;
/// <summary>
/// duration of color shift to the next time of day
/// </summary>
[DataField]
public TimeSpan Duration { get; init; } = TimeSpan.FromSeconds(60);
[DataField]
public bool IsNight { get; init; } = false;
}
/// <summary>
/// Event raised on map entity, wen night is started
/// </summary>
[ByRefEvent]
public readonly record struct DayCycleNightStartedEvent(EntityUid Map);
/// <summary>
/// Event raised on map entity, wen night is started
/// </summary>
[ByRefEvent]
public readonly record struct DayCycleDayStartedEvent(EntityUid Map);

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using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
namespace Content.Shared.CrystallPunk.DayCycle;
public sealed partial class DayCycleSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DayCycleComponent, MapInitEvent>(OnMapInitDayCycle);
SubscribeLocalEvent<DayCycleComponent, DayCycleDayStartedEvent>(OnDayStarted);
SubscribeLocalEvent<DayCycleComponent, DayCycleNightStartedEvent>(OnNightStarted);
}
private void OnDayStarted(Entity<DayCycleComponent> dayCycle, ref DayCycleDayStartedEvent args)
{
}
private void OnNightStarted(Entity<DayCycleComponent> dayCycle, ref DayCycleNightStartedEvent args)
{
}
private void OnMapInitDayCycle(Entity<DayCycleComponent> dayCycle, ref MapInitEvent args)
{
if (dayCycle.Comp.TimeEntries == null || dayCycle.Comp.TimeEntries.Count == 0) return;
var currentEntry = dayCycle.Comp.TimeEntries[0];
dayCycle.Comp.EntryStartTime = _timing.CurTime;
dayCycle.Comp.EntryEndTime = _timing.CurTime + currentEntry.Duration;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var dayCycleQuery = EntityQueryEnumerator<DayCycleComponent, MapLightComponent>();
while (dayCycleQuery.MoveNext(out var uid, out var dayCycle, out var mapLight))
{
if (dayCycle.TimeEntries.Count <= 1) continue;
var curEntry = dayCycle.CurrentTimeEntry;
var nextEntry = (curEntry + 1 >= dayCycle.TimeEntries.Count) ? 0 : (curEntry + 1);
var start = dayCycle.EntryStartTime;
var end = dayCycle.EntryEndTime;
var lerpValue = GetLerpValue((float) start.TotalSeconds, (float) end.TotalSeconds, (float) _timing.CurTime.TotalSeconds);
var startColor = dayCycle.TimeEntries[curEntry].StartColor;
var endColor = dayCycle.TimeEntries[nextEntry].StartColor;
mapLight.AmbientLightColor = Color.InterpolateBetween(startColor, endColor, lerpValue);
Dirty(uid, mapLight);
if (_timing.CurTime > dayCycle.EntryEndTime)
{
dayCycle.CurrentTimeEntry = nextEntry;
dayCycle.EntryStartTime = dayCycle.EntryEndTime;
dayCycle.EntryEndTime = dayCycle.EntryEndTime + dayCycle.TimeEntries[nextEntry].Duration;
if (dayCycle.IsNight && !dayCycle.TimeEntries[curEntry].IsNight) // Day started
{
dayCycle.IsNight = false;
var ev = new DayCycleDayStartedEvent(uid);
RaiseLocalEvent(uid, ref ev, true);
}
if (!dayCycle.IsNight && dayCycle.TimeEntries[curEntry].IsNight) // Night started
{
dayCycle.IsNight = true;
var ev = new DayCycleNightStartedEvent(uid);
RaiseLocalEvent(uid, ref ev, true);
}
}
}
}
public static float GetLerpValue(float start, float end, float current)
{
if (start == end)
return 0f;
else
{
float distanceFromStart = current - start;
float totalDistance = end - start;
return MathHelper.Clamp01(distanceFromStart / totalDistance);
}
}
}

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@@ -18,7 +18,7 @@
- type: gameMap
id: Dev
mapName: Dev
mapPath: /Maps/Test/dev_map.yml
mapPath: /Maps/CrystallPunk/dev_map.yml #CrystallPunk Dev replacement
minPlayers: 0
stations:
Dev: