Термалки (#466)
* - add: Rewrite night vision. * - add: Thermals. * - remove: Remove stuff from maps. * - fix: Descriptions.
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109
Content.Client/_White/Overlays/ThermalVisionSystem.cs
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109
Content.Client/_White/Overlays/ThermalVisionSystem.cs
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using Content.Shared._Miracle.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared._White.Overlays;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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namespace Content.Client._White.Overlays;
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public sealed class ThermalVisionSystem : SharedThermalVisionSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly NightVisionSystem _nv = default!;
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private ThermalVisionOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThermalVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ThermalVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRestart);
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SubscribeLocalEvent<TemporaryThermalVisionComponent, ComponentInit>(OnTempInit);
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SubscribeLocalEvent<TemporaryThermalVisionComponent, ComponentRemove>(OnTempRemove);
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SubscribeLocalEvent<TemporaryThermalVisionComponent, PlayerAttachedEvent>(OnTempPlayerAttached);
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SubscribeLocalEvent<TemporaryThermalVisionComponent, PlayerDetachedEvent>(OnTempPlayerDetached);
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_overlay = new ThermalVisionOverlay();
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}
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private void OnTempPlayerAttached(Entity<TemporaryThermalVisionComponent> ent, ref PlayerAttachedEvent args)
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{
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UpdateThermalVision(args.Player, true);
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}
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private void OnTempPlayerDetached(Entity<TemporaryThermalVisionComponent> ent, ref PlayerDetachedEvent args)
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{
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UpdateThermalVision(args.Player, false);
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}
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private void OnTempRemove(Entity<TemporaryThermalVisionComponent> ent, ref ComponentRemove args)
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{
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if (TryComp(ent, out ThermalVisionComponent? thermalVision) && thermalVision.IsActive)
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return;
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UpdateThermalVision(ent, false);
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}
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private void OnTempInit(Entity<TemporaryThermalVisionComponent> ent, ref ComponentInit args)
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{
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UpdateThermalVision(ent, true);
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}
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private void OnPlayerAttached(EntityUid uid, ThermalVisionComponent component, PlayerAttachedEvent args)
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{
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if (!component.IsActive && HasComp<TemporaryThermalVisionComponent>(args.Entity))
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return;
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UpdateThermalVision(args.Player, component.IsActive);
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}
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private void OnPlayerDetached(EntityUid uid, ThermalVisionComponent component, PlayerDetachedEvent args)
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{
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UpdateThermalVision(args.Player, false);
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}
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private void UpdateThermalVision(ICommonSession player, bool active)
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{
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if (_player.LocalSession != player)
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return;
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_nv.UpdateOverlay(active);
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UpdateThermalVision(active);
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}
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protected override void UpdateThermalVision(EntityUid uid, bool active)
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{
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if (_player.LocalSession?.AttachedEntity != uid)
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return;
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_nv.UpdateOverlay(active);
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UpdateThermalVision(active);
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}
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public void UpdateThermalVision(bool active)
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{
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if (_player.LocalEntity == null)
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{
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_overlayMan.RemoveOverlay(_overlay);
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return;
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}
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var uid = _player.LocalEntity.Value;
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active |= TryComp<ThermalVisionComponent>(uid, out var thermal) && thermal.IsActive ||
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HasComp<TemporaryThermalVisionComponent>(uid);
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if (active)
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_overlayMan.AddOverlay(_overlay);
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else
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_overlayMan.RemoveOverlay(_overlay);
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}
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private void OnRestart(RoundRestartCleanupEvent ev)
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{
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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