Files
wwdpublic/Content.Shared/Light/EntitySystems/SharedRoofSystem.cs
sleepyyapril f7681d4bc3 v246.0.0 + Planet Lighting (#1802)
will do map refactor tomorrow, for now, planet lighting

🆑
* add: Ported planet lighting for indoor / outdoor areas.
* add: Ported day-night cycle functionality.
* add: Ported some Storage UI v2 fixes.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
(cherry picked from commit 4efb0b3b328dd4eba3095cc3f0a95fad88b49661)
2025-02-28 16:23:01 +03:00

43 lines
1.1 KiB
C#

using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.EntitySystems;
/// <summary>
/// Handles the roof flag for tiles that gets used for the RoofOverlay.
/// </summary>
public abstract class SharedRoofSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _maps = default!;
public void SetRoof(Entity<MapGridComponent?, RoofComponent?> grid, Vector2i index, bool value)
{
if (!Resolve(grid, ref grid.Comp1, ref grid.Comp2, false))
return;
if (!_maps.TryGetTile(grid.Comp1, index, out var tile))
return;
var mask = (tile.Flags & (byte)TileFlag.Roof);
var rooved = mask != 0x0;
if (rooved == value)
return;
Tile newTile;
if (value)
{
newTile = tile.WithFlag((byte)(tile.Flags | (ushort)TileFlag.Roof));
}
else
{
newTile = tile.WithFlag((byte)(tile.Flags & ~(ushort)TileFlag.Roof));
}
_maps.SetTile((grid.Owner, grid.Comp1), index, newTile);
}
}