Revert "Make lights dim under low power" (#19708)
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@@ -4,7 +4,6 @@ using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Temperature.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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@@ -43,7 +42,6 @@ namespace Content.Server.Light.EntitySystems
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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public const string LightBulbContainer = "light_bulb";
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@@ -243,14 +241,6 @@ namespace Content.Server.Light.EntitySystems
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}
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#endregion
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/// <summary>
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/// Supply factor (0-1) as input x, returns linear light scale (0-1).
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/// </summary>
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private float LightCurve(float x)
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{
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return (float)(1/0.8*(x-0.2));
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}
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private void UpdateLight(EntityUid uid,
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PoweredLightComponent? light = null,
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ApcPowerReceiverComponent? powerReceiver = null,
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@@ -275,10 +265,9 @@ namespace Content.Server.Light.EntitySystems
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switch (lightBulb.State)
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{
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case LightBulbState.Normal:
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float factor = LightCurve(_power.SupplyFactor(uid, powerReceiver));
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if (factor > 0 && light.On)
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if (powerReceiver.Powered && light.On)
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{
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius*factor, lightBulb.LightEnergy*factor, lightBulb.LightSoftness);
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
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var time = _gameTiming.CurTime;
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if (time > light.LastThunk + ThunkDelay)
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