CatStation/Content.Client/Light/LightCycleSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

43 lines
1.4 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Light.Components;
using Content.Shared.Light.EntitySystems;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
namespace Content.Client.Light;
/// <inheritdoc/>
public sealed partial class LightCycleSystem : SharedLightCycleSystem
{
[Dependency] private GameTicker _ticker = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private MetaDataSystem _metadata = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
{
if (!cycle.Running)
continue;
// We still iterate paused entities as we still want to override the lighting color and not have
// it apply the server state
var pausedTime = _metadata.GetPauseTime(uid);
var time = (float) _timing.CurTime
.Add(cycle.Offset)
.Subtract(_ticker.RoundStartTimeSpan)
.Subtract(pausedTime)
.TotalSeconds;
var color = GetColor((uid, cycle), cycle.OriginalColor, time);
map.AmbientLightColor = color;
}
}
}