Blindness refactor (#15705)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Leon Friedrich
2023-04-29 17:32:14 +12:00
committed by GitHub
parent e0b809b62d
commit 84299cae63
34 changed files with 460 additions and 456 deletions

View File

@@ -1,10 +1,9 @@
using Content.Shared.Eye.Blinding.EyeProtection; // why aren't tools predicted 🙂
using Content.Shared.Eye.Blinding;
using Content.Shared.StatusEffect;
using Content.Shared.Clothing.Components;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Server.Tools;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Tools.Components;
namespace Content.Server.Eye.Blinding.EyeProtection
@@ -12,15 +11,26 @@ namespace Content.Server.Eye.Blinding.EyeProtection
public sealed class EyeProtectionSystem : EntitySystem
{
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly SharedBlindingSystem _blindingSystem = default!;
[Dependency] private readonly BlindableSystem _blindingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RequiresEyeProtectionComponent, ToolUseAttemptEvent>(OnUseAttempt);
SubscribeLocalEvent<RequiresEyeProtectionComponent, WelderToggledEvent>(OnWelderToggled);
SubscribeLocalEvent<EyeProtectionComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<EyeProtectionComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<EyeProtectionComponent, GetEyeProtectionEvent>(OnGetProtection);
SubscribeLocalEvent<EyeProtectionComponent, InventoryRelayedEvent<GetEyeProtectionEvent>>(OnGetRelayedProtection);
}
private void OnGetRelayedProtection(EntityUid uid, EyeProtectionComponent component,
InventoryRelayedEvent<GetEyeProtectionEvent> args)
{
OnGetProtection(uid, component, args.Args);
}
private void OnGetProtection(EntityUid uid, EyeProtectionComponent component, GetEyeProtectionEvent args)
{
args.Protection += component.ProtectionTime;
}
private void OnUseAttempt(EntityUid uid, RequiresEyeProtectionComponent component, ToolUseAttemptEvent args)
@@ -28,51 +38,26 @@ namespace Content.Server.Eye.Blinding.EyeProtection
if (!component.Toggled)
return;
if (!HasComp<StatusEffectsComponent>(args.User) || !TryComp<BlindableComponent>(args.User, out var blindable))
if (!TryComp<BlindableComponent>(args.User, out var blindable) || blindable.IsBlind)
return;
if (blindable.Sources > 0)
var ev = new GetEyeProtectionEvent();
RaiseLocalEvent(args.User, ev);
var time = (float) (component.StatusEffectTime- ev.Protection).TotalSeconds;
if (time <= 0)
return;
var statusTime = (float) component.StatusEffectTime.TotalSeconds - blindable.BlindResistance;
if (statusTime <= 0)
return;
var statusTimeSpan = TimeSpan.FromSeconds(statusTime * (blindable.EyeDamage + 1));
// Add permanent eye damage if they had zero protection, also scale their temporary blindness by how much they already accumulated.
if (_statusEffectsSystem.TryAddStatusEffect(args.User, SharedBlindingSystem.BlindingStatusEffect, statusTimeSpan, false, "TemporaryBlindness") && blindable.BlindResistance <= 0)
_blindingSystem.AdjustEyeDamage(args.User, 1, blindable);
// Add permanent eye damage if they had zero protection, also somewhat scale their temporary blindness by
// how much damage they already accumulated.
_blindingSystem.AdjustEyeDamage(args.User, 1, blindable);
var statusTimeSpan = TimeSpan.FromSeconds(time * MathF.Sqrt(blindable.EyeDamage));
_statusEffectsSystem.TryAddStatusEffect(args.User, TemporaryBlindnessSystem.BlindingStatusEffect,
statusTimeSpan, false, TemporaryBlindnessSystem.BlindingStatusEffect);
}
private void OnWelderToggled(EntityUid uid, RequiresEyeProtectionComponent component, WelderToggledEvent args)
{
component.Toggled = args.WelderOn;
}
private void OnEquipped(EntityUid uid, EyeProtectionComponent component, GotEquippedEvent args)
{
if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP)
return;
if (!clothing.Slots.HasFlag(args.SlotFlags))
return;
component.IsActive = true;
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
return;
blindComp.BlindResistance += (float) component.ProtectionTime.TotalSeconds;
}
private void OnUnequipped(EntityUid uid, EyeProtectionComponent component, GotUnequippedEvent args)
{
if (!component.IsActive)
return;
component.IsActive = false;
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
return;
blindComp.BlindResistance -= (float) component.ProtectionTime.TotalSeconds;
}
}
}