Fire spreading (#92)

* fire update

* add flammable to more ent, add floors

* add cool fire sprites, noSpawn tiles

* fix floor collider

* floor resprite

* Update floors.yml

* fixes

* Update tables.yml
This commit is contained in:
Ed
2024-04-14 18:31:23 +03:00
committed by GitHub
parent 3dff87b3e1
commit 635c0ce99c
22 changed files with 451 additions and 36 deletions

View File

@@ -1,7 +1,7 @@
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
namespace Content.Shared.CrystallPunk.DayCycle;
namespace Content.Shared._CP14.DayCycle;
public sealed partial class DayCycleSystem : EntitySystem
{
@@ -26,7 +26,8 @@ public sealed partial class DayCycleSystem : EntitySystem
private void OnMapInitDayCycle(Entity<DayCycleComponent> dayCycle, ref MapInitEvent args)
{
if (dayCycle.Comp.TimeEntries == null || dayCycle.Comp.TimeEntries.Count == 0) return;
if (dayCycle.Comp.TimeEntries.Count == 0)
return;
var currentEntry = dayCycle.Comp.TimeEntries[0];
@@ -41,7 +42,8 @@ public sealed partial class DayCycleSystem : EntitySystem
var dayCycleQuery = EntityQueryEnumerator<DayCycleComponent, MapLightComponent>();
while (dayCycleQuery.MoveNext(out var uid, out var dayCycle, out var mapLight))
{
if (dayCycle.TimeEntries.Count <= 1) continue;
if (dayCycle.TimeEntries.Count <= 1)
continue;
var curEntry = dayCycle.CurrentTimeEntry;
var nextEntry = (curEntry + 1 >= dayCycle.TimeEntries.Count) ? 0 : (curEntry + 1);
@@ -62,7 +64,7 @@ public sealed partial class DayCycleSystem : EntitySystem
{
dayCycle.CurrentTimeEntry = nextEntry;
dayCycle.EntryStartTime = dayCycle.EntryEndTime;
dayCycle.EntryEndTime = dayCycle.EntryEndTime + dayCycle.TimeEntries[nextEntry].Duration;
dayCycle.EntryEndTime += dayCycle.TimeEntries[nextEntry].Duration;
if (dayCycle.IsNight && !dayCycle.TimeEntries[curEntry].IsNight) // Day started
{
@@ -82,14 +84,12 @@ public sealed partial class DayCycleSystem : EntitySystem
public static float GetLerpValue(float start, float end, float current)
{
if (start == end)
if (Math.Abs(start - end) < 0.05f)
return 0f;
else
{
float distanceFromStart = current - start;
float totalDistance = end - start;
return MathHelper.Clamp01(distanceFromStart / totalDistance);
}
var distanceFromStart = current - start;
var totalDistance = end - start;
return MathHelper.Clamp01(distanceFromStart / totalDistance);
}
}