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- using System.Linq;
- using Content.Client.Items.Systems;
- using Content.Shared.Clothing;
- using Content.Shared.Hands;
- using Content.Shared.Inventory.Events;
- using Content.Shared.Light;
- using Content.Shared.Light.Components;
- using Robust.Client.GameObjects;
- using Robust.Shared.GameStates;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Timing;
- using static Robust.Client.GameObjects.SpriteComponent;
- namespace Content.Client.Light
- {
- public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
- {
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly ItemSystem _itemSystem = default!;
- [Dependency] private readonly SharedPointLightSystem _lights = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
- SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
- SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
- SubscribeLocalEvent<RgbLightControllerComponent, GotUnequippedEvent>(OnGotUnequipped);
- SubscribeLocalEvent<RgbLightControllerComponent, EquipmentVisualsUpdatedEvent>(OnEquipmentVisualsUpdated);
- SubscribeLocalEvent<RgbLightControllerComponent, HeldVisualsUpdatedEvent>(OnHeldVisualsUpdated);
- }
- private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
- {
- GetOriginalColors(uid, rgb);
- // trigger visuals updated events
- _itemSystem.VisualsChanged(uid);
- }
- private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
- {
- if (LifeStage(uid) >= EntityLifeStage.Terminating)
- return;
- ResetOriginalColors(uid, rgb);
- // and reset any in-hands or clothing sprites
- _itemSystem.VisualsChanged(uid);
- }
- private void OnGotUnequipped(EntityUid uid, RgbLightControllerComponent rgb, GotUnequippedEvent args)
- {
- rgb.Holder = null;
- rgb.HolderLayers = null;
- }
- private void OnHeldVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, HeldVisualsUpdatedEvent args)
- {
- if (args.RevealedLayers.Count == 0)
- {
- rgb.Holder = null;
- rgb.HolderLayers = null;
- return;
- }
- rgb.Holder = args.User;
- rgb.HolderLayers = new();
- if (!TryComp(args.User, out SpriteComponent? sprite))
- return;
- foreach (var key in args.RevealedLayers)
- {
- if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
- continue;
- if (layer.ShaderPrototype == "unshaded")
- rgb.HolderLayers.Add(key);
- }
- }
- private void OnEquipmentVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, EquipmentVisualsUpdatedEvent args)
- {
- rgb.Holder = args.Equipee;
- rgb.HolderLayers = new();
- if (!TryComp(args.Equipee, out SpriteComponent? sprite))
- return;
- foreach (var key in args.RevealedLayers)
- {
- if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
- continue;
- if (layer.ShaderPrototype == "unshaded")
- rgb.HolderLayers.Add(key);
- }
- }
- private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
- {
- if (args.Current is not RgbLightControllerState state)
- return;
- ResetOriginalColors(uid, rgb);
- rgb.CycleRate = state.CycleRate;
- rgb.Layers = state.Layers;
- GetOriginalColors(uid, rgb);
- }
- private void GetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
- {
- if (!Resolve(uid, ref rgb, ref sprite, ref light))
- return;
- rgb.OriginalLightColor = light.Color;
- rgb.OriginalLayerColors = new();
- var layerCount = sprite.AllLayers.Count();
- // if layers is null, get unshaded layers
- if (rgb.Layers == null)
- {
- rgb.Layers = new();
- for (var i = 0; i < layerCount; i++)
- {
- if (sprite[i] is Layer layer && layer.ShaderPrototype == "unshaded")
- {
- rgb.Layers.Add(i);
- rgb.OriginalLayerColors[i] = layer.Color;
- }
- }
- return;
- }
- foreach (var index in rgb.Layers.ToArray())
- {
- if (index < layerCount)
- rgb.OriginalLayerColors[index] = sprite[index].Color;
- else
- {
- // admeme fuck-ups or bad yaml?
- Log.Warning($"RGB light attempted to use invalid sprite index {index} on entity {ToPrettyString(uid)}");
- rgb.Layers.Remove(index);
- }
- }
- }
- private void ResetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
- {
- if (!Resolve(uid, ref rgb, ref sprite, ref light, false))
- return;
- _lights.SetColor(uid, rgb.OriginalLightColor, light);
- if (rgb.Layers == null || rgb.OriginalLayerColors == null)
- return;
- foreach (var (layer, color) in rgb.OriginalLayerColors)
- {
- sprite.LayerSetColor(layer, color);
- }
- }
- public override void FrameUpdate(float frameTime)
- {
- var lightQuery = EntityQueryEnumerator<RgbLightControllerComponent, PointLightComponent, SpriteComponent>();
- while (lightQuery.MoveNext(out var uid, out var rgb, out var light, out var sprite))
- {
- var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
- _lights.SetColor(uid, color, light);
- if (rgb.Layers != null)
- {
- foreach (var index in rgb.Layers)
- {
- if (sprite.TryGetLayer(index, out var layer))
- layer.Color = color;
- }
- }
- // is the entity being held by someone?
- if (rgb.HolderLayers == null || !TryComp(rgb.Holder, out SpriteComponent? holderSprite))
- continue;
- foreach (var layer in rgb.HolderLayers)
- {
- if (holderSprite.LayerMapTryGet(layer, out var index))
- holderSprite.LayerSetColor(index, color);
- }
- }
- var mapQuery = EntityQueryEnumerator<MapLightComponent, RgbLightControllerComponent>();
- while (mapQuery.MoveNext(out var uid, out var map, out var rgb))
- {
- var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
- map.AmbientLightColor = color;
- }
- }
- public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, Entity<RgbLightControllerComponent> rgb)
- {
- var delta = (float)(curTime - offset).TotalSeconds;
- var entOffset = Math.Abs(rgb.Owner.Id * 0.09817f);
- var hue = (delta * rgb.Comp.CycleRate + entOffset) % 1;
- return Color.FromHsv(new Vector4(
- MathF.Abs(hue),
- 1.0f,
- 1.0f,
- 1.0f
- ));
- }
- }
- }
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