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Day/Night Time Cycle For Maps (#1234)
# Description Add real world Day/Night cycle changing, with Ambient color interpolation and some configurable features for mappers. High inspired by [Nuclear-14](https://github.com/Vault-Overseers/nuclear-14.git) and [Crystall Punk 14](https://github.com/crystallpunk-14/) TimeCycle use 24h day calculation, instead coefficient, like in N14. --- # TODO [ ] - Add more examples/prepared map palettes for Day/Night ambient. [ ] - (Optional) Move all palette description into List of variables, instead calling `IPrototypeManager` every minute passing. --- https://github.com/user-attachments/assets/cc5d1b8c-bd25-4042-8cee-e2edfa0d9acc ![image](https://github.com/user-attachments/assets/abcdc11d-fdb1-4b48-8599-0116a5797f8b) --- # Changelog :cl: - add: Added Day/Night time cycle for admins and mapers.
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using Robust.Shared.Timing; | ||
using Robust.Shared.Prototypes; | ||
using Robust.Shared.Map.Components; | ||
using Content.Shared.TimeCycle; | ||
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namespace Content.Server.TimeCycle; | ||
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public sealed partial class TimeCycleSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly IGameTiming _gameTiming = default!; | ||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
} | ||
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public override void Update(float frameTime) | ||
{ | ||
var curTime = _gameTiming.CurTime; | ||
var query = EntityQueryEnumerator<TimeCycleComponent, MapLightComponent>(); | ||
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while (query.MoveNext(out var mapid, out var timeComp, out var mapLightComp)) | ||
{ | ||
if (timeComp.Paused | ||
|| curTime < timeComp.DelayTime) | ||
continue; | ||
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// Should be used for developing time palletes or for debuging | ||
// O-o-or... You can cosplay pucchi from JoJo 6 with his 'Made In Heaven' | ||
timeComp.DelayTime = curTime + (timeComp.SpeedUp ? timeComp.SpeedUpMinuteDuration : timeComp.MinuteDuration); | ||
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// Pass minute of map time | ||
timeComp.CurrentTime += TimeSpan.FromMinutes(1); | ||
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// Change ambient color | ||
UpdateAmbientColor(mapid, timeComp, mapLightComp); | ||
} | ||
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base.Update(frameTime); | ||
} | ||
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private void UpdateAmbientColor(EntityUid mapid, TimeCycleComponent timeComp, MapLightComponent mapLightComp) | ||
{ | ||
if (!_prototypeManager.TryIndex(timeComp.PalettePrototype, out TimeCyclePalettePrototype? timeEntries) | ||
|| timeEntries is null) | ||
return; | ||
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var timeInCycle = GetTimeInCycle(timeComp.CurrentTime); | ||
mapLightComp.AmbientLightColor = GetInterpolatedColor(timeEntries, timeInCycle); | ||
Dirty(mapid, mapLightComp); | ||
} | ||
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// We should convert current 'TimeSpan' (with days) time into one day cycle time (in 24 hours) | ||
private TimeSpan GetTimeInCycle(TimeSpan timeSpan) => | ||
TimeSpan.FromMilliseconds(timeSpan.TotalMilliseconds % TimeSpan.FromHours(24).TotalMilliseconds); | ||
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private Color GetInterpolatedColor(TimeCyclePalettePrototype proto, TimeSpan timeInCycle) | ||
{ | ||
// If there is no one any time entries of palette - return black | ||
if (proto.TimeEntries is null) | ||
return Color.Black; | ||
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var currentTime = timeInCycle.TotalHours; | ||
var startTime = -1; | ||
var endTime = -1; | ||
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foreach (KeyValuePair<int, Color> kvp in proto.TimeEntries) | ||
{ | ||
var hour = kvp.Key; | ||
var color = kvp.Value; | ||
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if (hour <= currentTime) | ||
startTime = hour; | ||
else if (hour >= currentTime && endTime == -1) | ||
endTime = hour; | ||
} | ||
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if (startTime == -1) | ||
startTime = 0; | ||
else if (endTime == -1) | ||
endTime = 23; | ||
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var entryStart = proto.TimeEntries[startTime]; | ||
var entryEnd = proto.TimeEntries[endTime]; | ||
var entryProgress = GetEntryProgress(TimeSpan.FromHours(startTime), TimeSpan.FromHours(endTime), timeInCycle); | ||
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return Color.InterpolateBetween(entryStart, entryEnd, entryProgress); | ||
} | ||
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private float GetEntryProgress(TimeSpan startTime, TimeSpan endTime, TimeSpan currentTime) => | ||
((float)(currentTime.TotalMinutes - startTime.TotalMinutes) / (float)(endTime.TotalMinutes - startTime.TotalMinutes)); | ||
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} |
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namespace Content.Shared.TimeCycle; | ||
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[RegisterComponent] | ||
public sealed partial class TimeCycleComponent : Component | ||
{ | ||
// Delayed time, before minute have been passed | ||
public TimeSpan? DelayTime; | ||
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[DataField] | ||
public bool SpeedUp; | ||
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[DataField] | ||
public bool Paused; | ||
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[DataField] | ||
public TimeSpan MinuteDuration { get; set; } = TimeSpan.FromSeconds(4); | ||
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[DataField] | ||
public TimeSpan SpeedUpMinuteDuration { get; set; } = TimeSpan.FromMilliseconds(10); | ||
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// NOTE: Default time should be is noon | ||
[DataField] | ||
public TimeSpan CurrentTime { get; set; } = TimeSpan.FromHours(12); | ||
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[DataField] | ||
public string PalettePrototype = "DefaultTimeCycle"; | ||
} |
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using Robust.Shared.Prototypes; | ||
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namespace Content.Shared.TimeCycle; | ||
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/// <summary> | ||
/// | ||
/// </summary> | ||
[Prototype("timeCyclePalette")] | ||
public sealed partial class TimeCyclePalettePrototype : IPrototype | ||
{ | ||
[IdDataField] | ||
public string ID { get; private set; } = default!; | ||
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[DataField] | ||
public Dictionary<int, Color> TimeEntries = default!; | ||
} |
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- type: timeCyclePalette | ||
id: DefaultTimeCycle | ||
timeEntries: | ||
0: "#000000" # Night | ||
2: "#000000" # Late night | ||
4: "#02020b" # Very-Early-Morning | ||
6: "#312716" # Early-Dawn | ||
7: "#4E3D23" # Dawn | ||
8: "#58372d" # Sunrise | ||
9: "#876A42" # Early-Morning | ||
10: "#A08042" # Mid-Morning | ||
12: "#A88F73" # Noon | ||
14: "#C1A78A" # Early-Afternoon | ||
16: "#7D6244" # Afternoon | ||
18: "#8C6130" # Sunset | ||
20: "#543521" # Dusk | ||
22: "#02020b" # Early night | ||
24: "#000000" # Night | ||
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- type: timeCyclePalette | ||
id: Gothic | ||
timeEntries: | ||
0: "#000000" # Night | ||
2: "#000000" # Late night | ||
6: "#11122c" # Sunrise | ||
12: "#d8b059" # Noon | ||
18: "#73586b" # Sunset | ||
20: "#11122c" # Dusk | ||
21: "#000000" # Early night | ||
24: "#000000" # Night |