Some round beginning preparation (#317)

* gamepresets filter

* addgamerule cp14 filter

* shuttle dropping

* long time FTL

* FTL map tweaks

* Update ShuttleSystem.FasterThanLight.cs

* handle player ship spawning (not tested yet)

* typo

* test elemental shit (ship)

* player spawn handling (real this time)

* FTL map gravity

* clean up 1

* clean up 2

* instant FTL

* Update CP14ExpeditionSystem.cs
This commit is contained in:
Ed
2024-07-08 17:39:04 +03:00
committed by GitHub
parent 451d04d759
commit f42546e0c6
21 changed files with 979 additions and 744 deletions

View File

@@ -4,11 +4,13 @@ using System.Numerics;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Station.Events;
using Content.Shared.Atmos;
using Content.Shared.Body.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Gravity;
using Content.Shared.Maps;
using Content.Shared.Parallax;
using Content.Shared.Shuttles.Components;
@@ -144,6 +146,23 @@ public sealed partial class ShuttleSystem
var parallax = EnsureComp<ParallaxComponent>(mapUid);
parallax.Parallax = ftlMap.Parallax;
//CP14 FTL map tweaks
var mapLight = EnsureComp<MapLightComponent>(mapUid);
mapLight.AmbientLightColor = ftlMap.AmbientColor;
var moles = new float[Atmospherics.AdjustedNumberOfGases];
moles[(int) Gas.Oxygen] = 21.824779f;
moles[(int) Gas.Nitrogen] = 82.10312f;
var mixture = new GasMixture(moles, Atmospherics.T20C);
_atmos.SetMapAtmosphere(mapUid, false, mixture);
var gravity = EnsureComp<GravityComponent>(mapUid);
gravity.Enabled = true;
gravity.Inherent = true;
//CP14 FTL map tweaks ends
return mapUid;
}