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* glacier real * troll * atmosia tweaks * 1 less can of plasma not too op * replace troll generator with solar crate * add StationSurface to glacier * add surface map * biome stuff upstream #28017 * unpause after loading * fix no terrain * comment out the surface spawning * shipyard * glacier justiceroid * updateprototype and cleanup * fix random shit * untroll * courier * add to test* fix * futureproofing * hot loop inlet lmao * tweak some pumps in atmosia * carpy and make salv locker lighting better * Edit lights, move salv dock, add justice maints, edit entity names for casing consistency, other minor edits --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Velcroboy <[email protected]>
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Content.Server/DeltaV/Station/Components/StationSurfaceComponent.cs
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using Content.Server.Station.Systems; | ||
using Robust.Shared.Utility; | ||
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namespace Content.Server.Station.Components; | ||
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/// <summary> | ||
/// Loads a surface map on mapinit. | ||
/// </summary> | ||
[RegisterComponent, Access(typeof(StationSurfaceSystem))] | ||
public sealed partial class StationSurfaceComponent : Component | ||
{ | ||
/// <summary> | ||
/// Path to the map to load. | ||
/// </summary> | ||
[DataField(required: true)] | ||
public ResPath? MapPath; | ||
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/// <summary> | ||
/// The map that was loaded. | ||
/// </summary> | ||
[DataField] | ||
public EntityUid? Map; | ||
} |
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Content.Server/DeltaV/Station/Systems/StationSurfaceSystem.cs
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using Content.Server.Parallax; | ||
using Content.Server.Station.Components; | ||
using Robust.Server.GameObjects; | ||
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namespace Content.Server.Station.Systems; | ||
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public sealed class StationSurfaceSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly BiomeSystem _biome = default!; | ||
[Dependency] private readonly MapSystem _map = default!; | ||
[Dependency] private readonly MapLoaderSystem _mapLoader = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<StationSurfaceComponent, MapInitEvent>(OnMapInit); | ||
} | ||
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private void OnMapInit(Entity<StationSurfaceComponent> ent, ref MapInitEvent args) | ||
{ | ||
if (ent.Comp.MapPath is not {} path) | ||
return; | ||
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var map = _map.CreateMap(out var mapId); | ||
if (!_mapLoader.TryLoad(mapId, path.ToString(), out _)) | ||
{ | ||
Log.Error($"Failed to load surface map {ent.Comp.MapPath}!"); | ||
Del(map); | ||
return; | ||
} | ||
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// loading replaced the map entity with a new one so get the latest id | ||
map = _map.GetMap(mapId); | ||
_map.SetPaused(map, false); | ||
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_biome.SetEnabled(map); // generate the terrain after the grids loaded to prevent it getting hidden under it | ||
ent.Comp.Map = map; | ||
} | ||
} |
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