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:
@@ -55,13 +55,13 @@ public sealed class LightingOverlay : Overlay
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var component, out var xform))
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var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, PointLightComponent, TransformComponent>();
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while (query.MoveNext(out _, out var component, out var pointLight, out var xform))
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{
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if (xform.MapID != args.MapId)
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continue;
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if (!component.Enabled)
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if (!component.Enabled ?? !pointLight.Enabled)
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continue;
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var worldPos = _transformSystem.GetWorldPosition(xform, xformCompQuery);
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@@ -69,10 +69,7 @@ public sealed class LightingOverlay : Overlay
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if (!bounds.Contains(worldPos))
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continue;
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var color = component.Color;
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if (color == null && _entityManager.TryGetComponent<PointLightComponent>(uid, out var pointLight))
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color = pointLight.Color;
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var color = component.Color ?? pointLight.Color;
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var (_, _, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformCompQuery);
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handle.SetTransform(worldMatrix);
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@@ -1,21 +0,0 @@
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using Content.Shared._White.Lighting.Shaders;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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namespace Content.Client._White.Lighting.Shaders;
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public sealed class TogglingLightOverlaySystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<LightingOverlayComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, LightingOverlayComponent component, AppearanceChangeEvent args)
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{
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if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var state))
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return;
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component.Enabled = (bool) state;
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}
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}
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@@ -23,6 +23,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server._White.PandaSocket.Main;
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using Content.Server._White.RandomArtifacts;
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using Content.Server._White.RealRoundEnded;
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using Content.Server._White.Reputation;
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using Content.Server._White.Stalin;
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@@ -288,6 +289,8 @@ namespace Content.Server.GameTicking
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// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
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_mapManager.DoMapInitialize(DefaultMap);
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RaiseLocalEvent(new RandomArtifactsSystem.MainMapInitEvent()); // Please no more organs-artifacts in players
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SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
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_roundStartDateTime = DateTime.UtcNow;
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@@ -23,6 +23,7 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
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{
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base.Started(uid, component, gameRule, args);
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var query = EntityQueryEnumerator<MindContainerComponent>();
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while (query.MoveNext(out var ent, out _))
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{
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ApplyRandomAccent(ent);
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@@ -48,6 +49,8 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
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#region Helpers
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// TODO: Move this to prototypes.
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private enum AccentType
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{
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Stuttering,
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@@ -56,19 +59,23 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
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Scrambled,
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Pirate,
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Russian,
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Anime,
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OwO,
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Lizard,
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Backwards,
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Bark,
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Anxiety,
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Moth
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Moth,
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French,
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Gnome,
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}
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private void ApplyRandomAccent(EntityUid uid)
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{
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var allAccents = Enum.GetValues(typeof(AccentType)).Cast<AccentType>().ToList();
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var randomIndex = _random.Next(allAccents.Count);
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var selectedAccent = allAccents[randomIndex];
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ApplyAccent(uid, selectedAccent);
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}
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@@ -94,15 +101,17 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
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case AccentType.Russian:
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EntityManager.EnsureComponent<RussianAccentComponent>(uid);
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break;
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case AccentType.Anime:
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case AccentType.OwO:
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EntityManager.EnsureComponent<OwOAccentComponent>(uid);
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break;
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case AccentType.Lizard:
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EntityManager.EnsureComponent<LizardAccentComponent>(uid);
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break;
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/* Not funny
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case AccentType.Backwards:
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EntityManager.EnsureComponent<BackwardsAccentComponent>(uid);
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break;
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*/
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case AccentType.Bark:
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EntityManager.EnsureComponent<BarkAccentComponent>(uid);
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break;
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@@ -116,6 +125,12 @@ public sealed class RandomAccentAspect : AspectSystem<RandomAccentAspectComponen
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case AccentType.Moth:
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EntityManager.EnsureComponent<MothAccentComponent>(uid);
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break;
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case AccentType.French:
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EntityManager.EnsureComponent<FrenchAccentComponent>(uid);
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break;
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case AccentType.Gnome:
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EntityManager.EnsureComponent<GnomeAccentComponent>(uid);
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break;
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}
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}
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@@ -1,7 +1,8 @@
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using System.Linq;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Xenoarchaeology.XenoArtifacts;
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using Content.Shared._White;
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using Content.Shared.GameTicking;
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using Content.Shared.Item;
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using Robust.Shared.Configuration;
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using Robust.Shared.Random;
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@@ -13,6 +14,7 @@ public sealed class RandomArtifactsSystem : EntitySystem
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[Dependency] private readonly ArtifactSystem _artifactsSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly StationSystem _station = default!;
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private float _itemToArtifactRatio; // from 0 to 100. In % percents. Default is 0.7%
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private bool _artifactsEnabled;
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@@ -24,10 +26,10 @@ public sealed class RandomArtifactsSystem : EntitySystem
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_configurationManager.OnValueChanged(WhiteCVars.EnableRandomArtifacts, b => OnCvarChanged(b), true);
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_configurationManager.OnValueChanged(WhiteCVars.ItemToArtifactRatio, r => _itemToArtifactRatio = r, true);
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SubscribeLocalEvent<RoundStartedEvent>(OnRoundStart);
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SubscribeLocalEvent<MainMapInitEvent>(OnRoundStart);
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}
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private void OnRoundStart(RoundStartedEvent ev)
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private void OnRoundStart(MainMapInitEvent ev)
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{
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if (!_artifactsEnabled)
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return;
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@@ -46,6 +48,12 @@ public sealed class RandomArtifactsSystem : EntitySystem
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foreach (var item in selectedItems)
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{
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var entity = item.Owner;
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var xform = Transform(entity);
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var station = _station.GetStationInMap(xform.MapID);
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if (!HasComp<StationDataComponent>(station))
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continue;
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var artifactComponent = EnsureComp<ArtifactComponent>(entity);
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_artifactsSystem.RandomizeArtifact(entity, artifactComponent);
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@@ -74,6 +82,8 @@ public sealed class RandomArtifactsSystem : EntitySystem
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_artifactsEnabled = enabled;
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}
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public sealed class MainMapInitEvent : EntityEventArgs { }
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}
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/*
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@@ -11,7 +11,7 @@ namespace Content.Shared._White.Lighting.Shaders;
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public sealed partial class LightingOverlayComponent : Component
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{
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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public bool? Enabled;
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[DataField]
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public SpriteSpecifier Sprite = new Texture(new ResPath("Effects/LightMasks/lightmask_lamp.png"));
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@@ -418,5 +418,5 @@ public sealed class WhiteCVars
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CVarDef.Create("white.random_artifacts_enabled", true, CVar.SERVERONLY);
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public static readonly CVarDef<float> ItemToArtifactRatio =
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CVarDef.Create("white.random_artifacts_ratio", 0.7f, CVar.SERVERONLY);
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CVarDef.Create("white.random_artifacts_ratio", 0.4f, CVar.SERVERONLY);
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}
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