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* Ignore space tiles for rooves If we get spacelight this looks better. * Add spacelight SS13 parity idk if wanted. Dampened the color a bit as it came off a bit strong. * Apply suggestion from @metalgearsloth
70 lines
2 KiB
C#
70 lines
2 KiB
C#
using Content.Server.GameTicking;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Light.EntitySystems;
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/// <summary>
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/// Applies `starlight` to space maps while preserving explicit per-map light setups.
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/// </summary>
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public sealed partial class SpaceLightSystem : EntitySystem
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{
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// This really just exists to avoid doing mapping changes for all of them.
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private Color _spaceLightColor;
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private readonly HashSet<MapId> _spaceLightMaps = new();
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[Dependency] private IConfigurationManager _cfg = default!;
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[Dependency] private SharedMapSystem _map = default!;
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_cfg, CCVars.SpaceLightColor, OnSpaceLightColorChanged, true);
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SubscribeLocalEvent<PostGameMapLoad>(OnPostGameMapLoad);
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SubscribeLocalEvent<MapRemovedEvent>(OnMapRemoved);
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}
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private void OnPostGameMapLoad(PostGameMapLoad ev)
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{
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if (!_map.TryGetMap(ev.Map, out var mapUid))
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return;
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// MapLight is often intentionally set for planet/salvage/arena maps, so don't overwrite it.
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if (HasComp<MapLightComponent>(mapUid.Value))
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return;
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_spaceLightMaps.Add(ev.Map);
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_map.SetAmbientLight(ev.Map, _spaceLightColor);
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}
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private void OnMapRemoved(MapRemovedEvent ev)
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{
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_spaceLightMaps.Remove(ev.MapId);
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}
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private void OnSpaceLightColorChanged(string value)
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{
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_spaceLightColor = ParseSpaceLightColor(value);
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foreach (var mapId in _spaceLightMaps)
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{
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if (!_map.MapExists(mapId))
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continue;
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_map.SetAmbientLight(mapId, _spaceLightColor);
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}
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}
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private static Color ParseSpaceLightColor(string value)
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{
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if (!Color.TryFromHex(value, out var color))
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color = Color.FromHex(CCVars.DefaultSpaceLightColor);
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return Color.FromSrgb(color);
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}
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}
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