mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
224 lines
8.3 KiB
C#
224 lines
8.3 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Light
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{
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public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ItemSystem _itemSystem = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
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SubscribeLocalEvent<RgbLightControllerComponent, GotUnequippedEvent>(OnGotUnequipped);
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SubscribeLocalEvent<RgbLightControllerComponent, EquipmentVisualsUpdatedEvent>(OnEquipmentVisualsUpdated);
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SubscribeLocalEvent<RgbLightControllerComponent, HeldVisualsUpdatedEvent>(OnHeldVisualsUpdated);
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}
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private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
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{
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GetOriginalColors(uid, rgb);
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// trigger visuals updated events
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_itemSystem.VisualsChanged(uid);
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}
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private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
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{
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if (LifeStage(uid) >= EntityLifeStage.Terminating)
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return;
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ResetOriginalColors(uid, rgb);
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// and reset any in-hands or clothing sprites
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_itemSystem.VisualsChanged(uid);
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}
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private void OnGotUnequipped(EntityUid uid, RgbLightControllerComponent rgb, GotUnequippedEvent args)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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}
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private void OnHeldVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, HeldVisualsUpdatedEvent args)
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{
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if (args.RevealedLayers.Count == 0)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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return;
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}
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rgb.Holder = args.User;
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rgb.HolderLayers = new();
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if (!TryComp(args.User, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!_sprite.LayerMapTryGet((args.User, sprite), key, out var index, false) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnEquipmentVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, EquipmentVisualsUpdatedEvent args)
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{
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rgb.Holder = args.Equipee;
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rgb.HolderLayers = new();
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if (!TryComp(args.Equipee, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!_sprite.LayerMapTryGet((args.Equipee, sprite), key, out var index, false) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
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{
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if (args.Current is not RgbLightControllerState state)
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return;
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ResetOriginalColors(uid, rgb);
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rgb.CycleRate = state.CycleRate;
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rgb.Layers = state.Layers;
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GetOriginalColors(uid, rgb);
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}
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private void GetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite, ref light))
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return;
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rgb.OriginalLightColor = light.Color;
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rgb.OriginalLayerColors = new();
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var layerCount = sprite.AllLayers.Count();
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// if layers is null, get unshaded layers
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if (rgb.Layers == null)
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{
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rgb.Layers = new();
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for (var i = 0; i < layerCount; i++)
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{
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if (sprite[i] is Layer layer && layer.ShaderPrototype == "unshaded")
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{
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rgb.Layers.Add(i);
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rgb.OriginalLayerColors[i] = layer.Color;
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}
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}
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return;
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}
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foreach (var index in rgb.Layers.ToArray())
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{
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if (index < layerCount)
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rgb.OriginalLayerColors[index] = sprite[index].Color;
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else
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{
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// admeme fuck-ups or bad yaml?
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Log.Warning($"RGB light attempted to use invalid sprite index {index} on entity {ToPrettyString(uid)}");
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rgb.Layers.Remove(index);
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}
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}
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}
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private void ResetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite, ref light, false))
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return;
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_lights.SetColor(uid, rgb.OriginalLightColor, light);
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if (rgb.Layers == null || rgb.OriginalLayerColors == null)
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return;
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foreach (var (layer, color) in rgb.OriginalLayerColors)
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{
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_sprite.LayerSetColor((uid, sprite), layer, color);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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var lightQuery = EntityQueryEnumerator<RgbLightControllerComponent, PointLightComponent, SpriteComponent>();
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while (lightQuery.MoveNext(out var uid, out var rgb, out var light, out var sprite))
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{
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var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
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_lights.SetColor(uid, color, light);
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if (rgb.Layers != null)
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{
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foreach (var index in rgb.Layers)
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{
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if (_sprite.TryGetLayer((uid, sprite), index, out var layer, false))
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layer.Color = color;
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}
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}
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// is the entity being held by someone?
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if (rgb.HolderLayers == null || !TryComp(rgb.Holder, out SpriteComponent? holderSprite))
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continue;
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foreach (var layer in rgb.HolderLayers)
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{
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if (_sprite.LayerMapTryGet((rgb.Holder.Value, holderSprite), layer, out var index, false))
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_sprite.LayerSetColor((rgb.Holder.Value, holderSprite), index, color);
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}
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}
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var mapQuery = EntityQueryEnumerator<MapLightComponent, RgbLightControllerComponent>();
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while (mapQuery.MoveNext(out var uid, out var map, out var rgb))
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{
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var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
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map.AmbientLightColor = color;
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}
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}
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public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, Entity<RgbLightControllerComponent> rgb)
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{
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var delta = (float)(curTime - offset).TotalSeconds;
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var entOffset = Math.Abs(rgb.Owner.Id * 0.09817f);
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var hue = (delta * rgb.Comp.CycleRate + entOffset) % 1;
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return Color.FromHsv(new Vector4(
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MathF.Abs(hue),
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1.0f,
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1.0f,
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1.0f
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));
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}
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}
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}
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