Revert "Make lights dim under low power" (#19708)

This commit is contained in:
metalgearsloth
2023-09-01 09:47:30 +10:00
committed by GitHub
parent 3ab346f471
commit 279674c0b3
4 changed files with 3 additions and 35 deletions

View File

@@ -4,7 +4,6 @@ using Content.Server.DeviceNetwork.Systems;
using Content.Server.Ghost;
using Content.Server.Light.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Temperature.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
@@ -43,7 +42,6 @@ namespace Content.Server.Light.EntitySystems
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly PowerReceiverSystem _power = default!;
private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
public const string LightBulbContainer = "light_bulb";
@@ -243,14 +241,6 @@ namespace Content.Server.Light.EntitySystems
}
#endregion
/// <summary>
/// Supply factor (0-1) as input x, returns linear light scale (0-1).
/// </summary>
private float LightCurve(float x)
{
return (float)(1/0.8*(x-0.2));
}
private void UpdateLight(EntityUid uid,
PoweredLightComponent? light = null,
ApcPowerReceiverComponent? powerReceiver = null,
@@ -275,10 +265,9 @@ namespace Content.Server.Light.EntitySystems
switch (lightBulb.State)
{
case LightBulbState.Normal:
float factor = LightCurve(_power.SupplyFactor(uid, powerReceiver));
if (factor > 0 && light.On)
if (powerReceiver.Powered && light.On)
{
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius*factor, lightBulb.LightEnergy*factor, lightBulb.LightSoftness);
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
var time = _gameTiming.CurTime;
if (time > light.LastThunk + ThunkDelay)