Fixy fixes (#656)

* fix shaders

* fix organs-artifacts

* cleanup using

* reduce artifacts count

* fix artifacts on nukie station + reduce artifacts count

* remove backwards accent from random accent aspect

* new accents for RandomAccentAspect
This commit is contained in:
ThereDrD
2024-08-23 01:55:24 +03:00
committed by GitHub
parent aedaf4fc25
commit 5b3d6248d0
7 changed files with 40 additions and 36 deletions

View File

@@ -55,13 +55,13 @@ public sealed class LightingOverlay : Overlay
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var component, out var xform))
var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, PointLightComponent, TransformComponent>();
while (query.MoveNext(out _, out var component, out var pointLight, out var xform))
{
if (xform.MapID != args.MapId)
continue;
if (!component.Enabled)
if (!component.Enabled ?? !pointLight.Enabled)
continue;
var worldPos = _transformSystem.GetWorldPosition(xform, xformCompQuery);
@@ -69,10 +69,7 @@ public sealed class LightingOverlay : Overlay
if (!bounds.Contains(worldPos))
continue;
var color = component.Color;
if (color == null && _entityManager.TryGetComponent<PointLightComponent>(uid, out var pointLight))
color = pointLight.Color;
var color = component.Color ?? pointLight.Color;
var (_, _, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformCompQuery);
handle.SetTransform(worldMatrix);

View File

@@ -1,21 +0,0 @@
using Content.Shared._White.Lighting.Shaders;
using Content.Shared.Power;
using Robust.Client.GameObjects;
namespace Content.Client._White.Lighting.Shaders;
public sealed class TogglingLightOverlaySystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<LightingOverlayComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, LightingOverlayComponent component, AppearanceChangeEvent args)
{
if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var state))
return;
component.Enabled = (bool) state;
}
}

View File

@@ -23,6 +23,7 @@ using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server._White.PandaSocket.Main;
using Content.Server._White.RandomArtifacts;
using Content.Server._White.RealRoundEnded;
using Content.Server._White.Reputation;
using Content.Server._White.Stalin;
@@ -288,6 +289,8 @@ namespace Content.Server.GameTicking
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
_mapManager.DoMapInitialize(DefaultMap);
RaiseLocalEvent(new RandomArtifactsSystem.MainMapInitEvent()); // Please no more organs-artifacts in players
SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
_roundStartDateTime = DateTime.UtcNow;

View File

@@ -23,6 +23,7 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
{
base.Started(uid, component, gameRule, args);
var query = EntityQueryEnumerator<MindContainerComponent>();
while (query.MoveNext(out var ent, out _))
{
ApplyRandomAccent(ent);
@@ -48,6 +49,8 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
#region Helpers
// TODO: Move this to prototypes.
private enum AccentType
{
Stuttering,
@@ -56,19 +59,23 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
Scrambled,
Pirate,
Russian,
Anime,
OwO,
Lizard,
Backwards,
Bark,
Anxiety,
Moth
Moth,
French,
Gnome,
}
private void ApplyRandomAccent(EntityUid uid)
{
var allAccents = Enum.GetValues(typeof(AccentType)).Cast<AccentType>().ToList();
var randomIndex = _random.Next(allAccents.Count);
var selectedAccent = allAccents[randomIndex];
ApplyAccent(uid, selectedAccent);
}
@@ -94,15 +101,17 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
case AccentType.Russian:
EntityManager.EnsureComponent<RussianAccentComponent>(uid);
break;
case AccentType.Anime:
case AccentType.OwO:
EntityManager.EnsureComponent<OwOAccentComponent>(uid);
break;
case AccentType.Lizard:
EntityManager.EnsureComponent<LizardAccentComponent>(uid);
break;
/* Not funny
case AccentType.Backwards:
EntityManager.EnsureComponent<BackwardsAccentComponent>(uid);
break;
*/
case AccentType.Bark:
EntityManager.EnsureComponent<BarkAccentComponent>(uid);
break;
@@ -116,6 +125,12 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
case AccentType.Moth:
EntityManager.EnsureComponent<MothAccentComponent>(uid);
break;
case AccentType.French:
EntityManager.EnsureComponent<FrenchAccentComponent>(uid);
break;
case AccentType.Gnome:
EntityManager.EnsureComponent<GnomeAccentComponent>(uid);
break;
}
}

View File

@@ -1,7 +1,8 @@
using System.Linq;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.Xenoarchaeology.XenoArtifacts;
using Content.Shared._White;
using Content.Shared.GameTicking;
using Content.Shared.Item;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
@@ -13,6 +14,7 @@ public sealed class RandomArtifactsSystem : EntitySystem
[Dependency] private readonly ArtifactSystem _artifactsSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly StationSystem _station = default!;
private float _itemToArtifactRatio; // from 0 to 100. In % percents. Default is 0.7%
private bool _artifactsEnabled;
@@ -24,10 +26,10 @@ public sealed class RandomArtifactsSystem : EntitySystem
_configurationManager.OnValueChanged(WhiteCVars.EnableRandomArtifacts, b => OnCvarChanged(b), true);
_configurationManager.OnValueChanged(WhiteCVars.ItemToArtifactRatio, r => _itemToArtifactRatio = r, true);
SubscribeLocalEvent<RoundStartedEvent>(OnRoundStart);
SubscribeLocalEvent<MainMapInitEvent>(OnRoundStart);
}
private void OnRoundStart(RoundStartedEvent ev)
private void OnRoundStart(MainMapInitEvent ev)
{
if (!_artifactsEnabled)
return;
@@ -46,6 +48,12 @@ public sealed class RandomArtifactsSystem : EntitySystem
foreach (var item in selectedItems)
{
var entity = item.Owner;
var xform = Transform(entity);
var station = _station.GetStationInMap(xform.MapID);
if (!HasComp<StationDataComponent>(station))
continue;
var artifactComponent = EnsureComp<ArtifactComponent>(entity);
_artifactsSystem.RandomizeArtifact(entity, artifactComponent);
@@ -74,6 +82,8 @@ public sealed class RandomArtifactsSystem : EntitySystem
_artifactsEnabled = enabled;
}
public sealed class MainMapInitEvent : EntityEventArgs { }
}
/*

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@@ -11,7 +11,7 @@ namespace Content.Shared._White.Lighting.Shaders;
public sealed partial class LightingOverlayComponent : Component
{
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
public bool? Enabled;
[DataField]
public SpriteSpecifier Sprite = new Texture(new ResPath("Effects/LightMasks/lightmask_lamp.png"));

View File

@@ -418,5 +418,5 @@ public sealed class WhiteCVars
CVarDef.Create("white.random_artifacts_enabled", true, CVar.SERVERONLY);
public static readonly CVarDef<float> ItemToArtifactRatio =
CVarDef.Create("white.random_artifacts_ratio", 0.7f, CVar.SERVERONLY);
CVarDef.Create("white.random_artifacts_ratio", 0.4f, CVar.SERVERONLY);
}