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- using Content.Shared.Light.Components;
- using Robust.Shared.Map.Components;
- namespace Content.Shared.Light.EntitySystems;
- public abstract class SharedLightCycleSystem : EntitySystem
- {
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<LightCycleComponent, MapInitEvent>(OnCycleMapInit);
- SubscribeLocalEvent<LightCycleComponent, ComponentShutdown>(OnCycleShutdown);
- }
- protected virtual void OnCycleMapInit(Entity<LightCycleComponent> ent, ref MapInitEvent args)
- {
- if (TryComp(ent.Owner, out MapLightComponent? mapLight))
- {
- ent.Comp.OriginalColor = mapLight.AmbientLightColor;
- Dirty(ent);
- }
- }
- private void OnCycleShutdown(Entity<LightCycleComponent> ent, ref ComponentShutdown args)
- {
- if (TryComp(ent.Owner, out MapLightComponent? mapLight))
- {
- mapLight.AmbientLightColor = ent.Comp.OriginalColor;
- Dirty(ent.Owner, mapLight);
- }
- }
- public void SetOffset(Entity<LightCycleComponent> entity, TimeSpan offset)
- {
- entity.Comp.Offset = offset;
- var ev = new LightCycleOffsetEvent(offset);
- RaiseLocalEvent(entity, ref ev);
- Dirty(entity);
- }
- public static Color GetColor(Entity<LightCycleComponent> cycle, Color color, float time)
- {
- if (cycle.Comp.Enabled)
- {
- var lightLevel = CalculateLightLevel(cycle.Comp, time);
- var colorLevel = CalculateColorLevel(cycle.Comp, time);
- return new Color(
- (byte)Math.Min(255, color.RByte * colorLevel.R * lightLevel),
- (byte)Math.Min(255, color.GByte * colorLevel.G * lightLevel),
- (byte)Math.Min(255, color.BByte * colorLevel.B * lightLevel)
- );
- }
- return color;
- }
- /// <summary>
- /// Calculates light intensity as a function of time.
- /// </summary>
- public static double CalculateLightLevel(LightCycleComponent comp, float time)
- {
- var waveLength = MathF.Max(1, (float) comp.Duration.TotalSeconds);
- var crest = MathF.Max(0f, comp.MaxLightLevel);
- var shift = MathF.Max(0f, comp.MinLightLevel);
- return Math.Min(comp.ClipLight, CalculateCurve(time, waveLength, crest, shift, 6));
- }
- /// <summary>
- /// It is important to note that each color must have a different exponent, to modify how early or late one color should stand out in relation to another.
- /// This "simulates" what the atmosphere does and is what generates the effect of dawn and dusk.
- /// The blue component must be a cosine function with half period, so that its minimum is at dawn and dusk, generating the "warm" color corresponding to these periods.
- /// As you can see in the values, the maximums of the function serve more to define the curve behavior,
- /// they must be "clipped" so as not to distort the original color of the lighting. In practice, the maximum values, in fact, are the clip thresholds.
- /// </summary>
- public static Color CalculateColorLevel(LightCycleComponent comp, float time)
- {
- var waveLength = MathF.Max(1f, (float) comp.Duration.TotalSeconds);
- var red = MathF.Min(comp.ClipLevel.R,
- CalculateCurve(time,
- waveLength,
- MathF.Max(0f, comp.MaxLevel.R),
- MathF.Max(0f, comp.MinLevel.R),
- 4f));
- var green = MathF.Min(comp.ClipLevel.G,
- CalculateCurve(time,
- waveLength,
- MathF.Max(0f, comp.MaxLevel.G),
- MathF.Max(0f, comp.MinLevel.G),
- 10f));
- var blue = MathF.Min(comp.ClipLevel.B,
- CalculateCurve(time,
- waveLength / 2f,
- MathF.Max(0f, comp.MaxLevel.B),
- MathF.Max(0f, comp.MinLevel.B),
- 2,
- waveLength / 4f));
- return new Color(red, green, blue);
- }
- /// <summary>
- /// Generates a sinusoidal curve as a function of x (time). The other parameters serve to adjust the behavior of the curve.
- /// </summary>
- /// <param name="x"> It corresponds to the independent variable of the function, which in the context of this algorithm is the current time. </param>
- /// <param name="waveLength"> It's the wavelength of the function, it can be said to be the total duration of the light cycle. </param>
- /// <param name="crest"> It's the maximum point of the function, where it will have its greatest value. </param>
- /// <param name="shift"> It's the vertical displacement of the function, in practice it corresponds to the minimum value of the function. </param>
- /// <param name="exponent"> It is the exponent of the sine, serves to "flatten" the function close to its minimum points and make it "steeper" close to its maximum. </param>
- /// <param name="phase"> It changes the phase of the wave, like a "horizontal shift". It is important to transform the sinusoidal function into cosine, when necessary. </param>
- /// <returns> The result of the function. </returns>
- public static float CalculateCurve(float x,
- float waveLength,
- float crest,
- float shift,
- float exponent,
- float phase = 0)
- {
- var sen = MathF.Pow(MathF.Sin((MathF.PI * (phase + x)) / waveLength), exponent);
- return (crest - shift) * sen + shift;
- }
- }
- /// <summary>
- /// Raised when the offset on <see cref="LightCycleComponent"/> changes.
- /// </summary>
- [ByRefEvent]
- public record struct LightCycleOffsetEvent(TimeSpan Offset)
- {
- public readonly TimeSpan Offset = Offset;
- }
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