mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 01:57:07 +02:00
* modify light attenuation function * support for changing attenuation curve type + lots of docs * this is what i defaulted to typing in a prototype, so i guess it should just be this instead * Allow a continuous range of values between inverse and inversequadratic rather than two set curves * calc is slang for calculator * fix * oops committed it at 1 while testing i think, values are balanced for 0
129 lines
4.0 KiB
C#
129 lines
4.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.GameStates;
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using Robust.Shared.Maths;
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namespace Robust.Shared.GameObjects;
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public abstract class SharedPointLightSystem : EntitySystem
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{
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public abstract SharedPointLightComponent EnsureLight(EntityUid uid);
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public abstract bool ResolveLight(EntityUid uid, [NotNullWhen(true)] ref SharedPointLightComponent? component);
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public abstract bool TryGetLight(EntityUid uid, [NotNullWhen(true)] out SharedPointLightComponent? component);
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public abstract bool RemoveLightDeferred(EntityUid uid);
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protected abstract void UpdatePriority(EntityUid uid, SharedPointLightComponent comp, MetaDataComponent meta);
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public void SetCastShadows(EntityUid uid, bool value, SharedPointLightComponent? comp = null, MetaDataComponent? meta = null)
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{
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if (!ResolveLight(uid, ref comp) || value == comp.CastShadows)
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return;
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comp.CastShadows = value;
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if (!Resolve(uid, ref meta))
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return;
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Dirty(uid, comp, meta);
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UpdatePriority(uid, comp, meta);
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}
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public void SetColor(EntityUid uid, Color value, SharedPointLightComponent? comp = null)
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{
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if (!ResolveLight(uid, ref comp) || value == comp.Color)
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return;
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comp.Color = value;
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Dirty(uid, comp);
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}
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public virtual void SetEnabled(EntityUid uid, bool enabled, SharedPointLightComponent? comp = null, MetaDataComponent? meta = null)
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{
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if (!ResolveLight(uid, ref comp) || enabled == comp.Enabled)
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return;
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var attempt = new AttemptPointLightToggleEvent(enabled);
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RaiseLocalEvent(uid, ref attempt);
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if (attempt.Cancelled)
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return;
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comp.Enabled = enabled;
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RaiseLocalEvent(uid, new PointLightToggleEvent(comp.Enabled));
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if (!Resolve(uid, ref meta))
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return;
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Dirty(uid, comp, meta);
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UpdatePriority(uid, comp, meta);
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}
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public void SetEnergy(EntityUid uid, float value, SharedPointLightComponent? comp = null)
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{
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if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(comp.Energy, value))
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return;
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comp.Energy = value;
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Dirty(uid, comp);
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}
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public virtual void SetRadius(EntityUid uid, float radius, SharedPointLightComponent? comp = null, MetaDataComponent? meta = null)
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{
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if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(comp.Radius, radius))
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return;
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comp.Radius = radius;
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if (!Resolve(uid, ref meta))
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return;
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Dirty(uid, comp, meta);
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UpdatePriority(uid, comp, meta);
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}
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public void SetSoftness(EntityUid uid, float value, SharedPointLightComponent? comp = null)
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{
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if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(comp.Softness, value))
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return;
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comp.Softness = value;
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Dirty(uid, comp);
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}
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public void SetFalloff(EntityUid uid, float value, SharedPointLightComponent? comp = null)
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{
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if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(comp.Falloff, value))
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return;
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comp.Falloff = value;
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Dirty(uid, comp);
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}
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public void SetCurveFactor(EntityUid uid, float value, SharedPointLightComponent? comp = null)
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{
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if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(comp.CurveFactor, value))
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return;
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comp.CurveFactor = value;
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Dirty(uid, comp);
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}
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protected static void OnLightGetState(
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EntityUid uid,
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SharedPointLightComponent component,
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ref ComponentGetState args)
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{
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args.State = new PointLightComponentState()
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{
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Color = component.Color,
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Enabled = component.Enabled,
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Energy = component.Energy,
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Offset = component.Offset,
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Radius = component.Radius,
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Softness = component.Softness,
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Falloff = component.Falloff,
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CurveFactor = component.CurveFactor,
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CastShadows = component.CastShadows,
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};
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}
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}
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