Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,56 +0,0 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindableComponent : Component
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{
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/// <description>
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/// How many sources of blindness are affecting us?
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/// </description>
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[DataField("sources")]
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public int Sources = 0;
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/// <summary>
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/// How many seconds will be subtracted from each attempt to add blindness to us?
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/// </summary>
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[DataField("blindResistance")]
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public float BlindResistance = 0;
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/// <summary>
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/// Replace with actual eye damage after bobby I guess
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/// </summary>
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[ViewVariables]
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public int EyeDamage = 0;
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/// <summary>
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/// Whether eye damage has accumulated enough to blind them.
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/// </summary>
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[ViewVariables]
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public bool EyeTooDamaged = false;
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/// <description>
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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/// This is not "enabled/disabled".
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/// </description>
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public bool LightSetup = false;
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/// <description>
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/// Gives an extra frame of blindness to reenable light manager during
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/// </description>
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public bool GraceFrame = false;
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}
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[Serializable, NetSerializable]
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public sealed class BlindableComponentState : ComponentState
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{
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public readonly int Sources;
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public BlindableComponentState(int sources)
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{
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Sources = sources;
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}
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}
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}
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@@ -1,12 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindfoldComponent : Component
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{
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[ViewVariables]
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public bool IsActive = false;
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}
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}
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@@ -1,14 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlurryVisionComponent : Component
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{
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[DataField("mangitude")]
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public float Magnitude = 1f;
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public bool Active => Magnitude < 10f;
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}
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}
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41
Content.Shared/Eye/Blinding/Components/BlindableComponent.cs
Normal file
41
Content.Shared/Eye/Blinding/Components/BlindableComponent.cs
Normal file
@@ -0,0 +1,41 @@
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using Content.Shared.Eye.Blinding.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(BlindableSystem))]
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public sealed partial class BlindableComponent : Component
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{
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/// <summary>
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/// How many seconds will be subtracted from each attempt to add blindness to us?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("isBlind"), AutoNetworkedField]
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public bool IsBlind;
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/// <summary>
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/// Eye damage due to things like staring directly at welders. Causes blurry vision or outright
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/// blindness if greater than or equal to <see cref="MaxDamage"/>.
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/// </summary>
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/// <remarks>
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/// Should eventually be replaced with a proper eye health system when we have bobby.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), DataField("EyeDamage"), AutoNetworkedField]
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public int EyeDamage = 0;
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public const int MaxDamage = 8;
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/// <description>
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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/// This is not "enabled/disabled".
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/// </description>
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[Access(Other = AccessPermissions.ReadWriteExecute)]
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public bool LightSetup = false;
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/// <description>
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/// Gives an extra frame of blindness to reenable light manager during
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/// </description>
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[Access(Other = AccessPermissions.ReadWriteExecute)]
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public bool GraceFrame = false;
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}
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12
Content.Shared/Eye/Blinding/Components/BlindfoldComponent.cs
Normal file
12
Content.Shared/Eye/Blinding/Components/BlindfoldComponent.cs
Normal file
@@ -0,0 +1,12 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// Blinds a person when an item with this component is equipped to the eye, head, or mask slot.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindfoldComponent : Component
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{
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}
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@@ -0,0 +1,21 @@
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using Content.Shared.Eye.Blinding.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// This component adds a white overlay to the viewport. It does not actually cause blurring.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(BlurryVisionSystem))]
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public sealed partial class BlurryVisionComponent : Component
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{
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/// <summary>
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/// Amount of "blurring". Also modifies examine ranges.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
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public float Magnitude;
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public const float MaxMagnitude = 10;
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}
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@@ -0,0 +1,15 @@
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// For welding masks, sunglasses, etc.
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/// </summary>
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[RegisterComponent]
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public sealed class EyeProtectionComponent : Component
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{
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/// <summary>
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/// How many seconds to subtract from the status effect. If it's greater than the source
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/// of blindness, do not blind.
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/// </summary>
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[DataField("protectionTime")]
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public readonly TimeSpan ProtectionTime = TimeSpan.FromSeconds(10);
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}
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@@ -0,0 +1,22 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// For tools like welders that will damage your eyes when you use them.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class RequiresEyeProtectionComponent : Component
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{
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/// <summary>
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/// How long to apply temporary blindness to the user.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("statusEffectTime"), AutoNetworkedField]
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public TimeSpan StatusEffectTime = TimeSpan.FromSeconds(10);
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/// <summary>
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/// You probably want to turn this on in yaml if it's something always on and not a welder.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("toggled"), AutoNetworkedField]
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public bool Toggled;
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}
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@@ -0,0 +1,11 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// Component used for the blind status effect.
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/// </summary>
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[NetworkedComponent, RegisterComponent]
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public sealed class TemporaryBlindnessComponent : Component
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{
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}
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@@ -0,0 +1,14 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// This component allows equipment to offset blurry vision.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class VisionCorrectionComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("visionBonus"), AutoNetworkedField]
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public float VisionBonus = 3f;
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}
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@@ -1,18 +0,0 @@
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namespace Content.Shared.Eye.Blinding.EyeProtection
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{
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/// <summary>
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/// For welding masks, sunglasses, etc.
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/// </summary>
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[RegisterComponent]
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public sealed class EyeProtectionComponent : Component
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{
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/// <summary>
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/// How many seconds to subtract from the status effect. If it's greater than the source
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/// of blindness, do not blind.
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/// </summary>
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[DataField("protectionTime")]
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public TimeSpan ProtectionTime = TimeSpan.FromSeconds(10);
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public bool IsActive = false;
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}
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}
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@@ -1,21 +0,0 @@
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namespace Content.Shared.Eye.Blinding.EyeProtection
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{
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/// <summary>
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/// For tools like welders that will damage your eyes when you use them.
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/// </summary>
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[RegisterComponent]
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public sealed class RequiresEyeProtectionComponent : Component
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{
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/// <summary>
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/// How long to apply temporary blindness to the user.
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/// </summary>
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[DataField("statusEffectTime")]
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public TimeSpan StatusEffectTime = TimeSpan.FromSeconds(10);
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/// <summary>
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/// You probably want to turn this on in yaml if it's something always on and not a welder.
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/// </summary>
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[DataField("toggled")]
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public bool Toggled = false;
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}
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}
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@@ -1,198 +0,0 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using JetBrains.Annotations;
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namespace Content.Shared.Eye.Blinding
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{
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public sealed class SharedBlindingSystem : EntitySystem
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{
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public const string BlindingStatusEffect = "TemporaryBlindness";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, ComponentGetState>(OnGetBlindableState);
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SubscribeLocalEvent<BlindableComponent, ComponentHandleState>(OnHandleBlindableState);
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SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
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SubscribeLocalEvent<BlurryVisionComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnGetBlindableState(EntityUid uid, BlindableComponent component, ref ComponentGetState args)
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{
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args.State = new BlindableComponentState(component.Sources);
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}
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private void OnHandleBlindableState(EntityUid uid, BlindableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not BlindableComponentState cast)
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return;
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component.Sources = cast.Sources;
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}
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private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
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{
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if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
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return;
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// Is the clothing in its actual slot?
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if (!clothing.Slots.HasFlag(args.SlotFlags))
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return;
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component.IsActive = true;
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if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
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return;
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AdjustBlindSources(args.Equipee, 1, blindComp);
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}
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private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
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{
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if (!component.IsActive)
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return;
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component.IsActive = false;
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if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
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return;
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AdjustBlindSources(args.Equipee, -1, blindComp);
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}
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private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
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{
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if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
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return;
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// Is the clothing in its actual slot?
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if (!clothing.Slots.HasFlag(args.SlotFlags))
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return;
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if (!TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
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return;
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component.IsActive = true;
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blur.Magnitude += component.VisionBonus;
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Dirty(blur);
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}
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private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
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{
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if (!component.IsActive || !TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
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return;
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component.IsActive = false;
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blur.Magnitude -= component.VisionBonus;
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Dirty(blur);
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}
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private void OnGetState(EntityUid uid, BlurryVisionComponent component, ref ComponentGetState args)
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{
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args.State = new BlurryVisionComponentState(component.Magnitude);
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}
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private void OnInit(EntityUid uid, TemporaryBlindnessComponent component, ComponentInit args)
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{
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AdjustBlindSources(uid, 1);
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}
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private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
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{
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AdjustBlindSources(uid, -1);
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}
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private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
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{
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AdjustEyeDamage(uid, -component.EyeDamage, component);
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}
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[PublicAPI]
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public void AdjustBlindSources(EntityUid uid, int amount, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false))
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return;
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var oldSources = blindable.Sources;
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blindable.Sources += amount;
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blindable.Sources = Math.Max(blindable.Sources, 0);
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if (oldSources == 0 && blindable.Sources > 0)
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{
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var ev = new BlindnessChangedEvent(true);
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RaiseLocalEvent(uid, ev, false);
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}
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else if (blindable.Sources == 0 && oldSources > 0)
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{
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var ev = new BlindnessChangedEvent(false);
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RaiseLocalEvent(uid, ev, false);
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}
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Dirty(blindable);
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}
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public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false))
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return;
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blindable.EyeDamage += amount;
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if (blindable.EyeDamage > 0)
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{
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var blurry = EnsureComp<BlurryVisionComponent>(uid);
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blurry.Magnitude = (9 - blindable.EyeDamage);
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Dirty(blurry);
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}
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else
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{
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RemComp<BlurryVisionComponent>(uid);
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}
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if (!blindable.EyeTooDamaged && blindable.EyeDamage >= 8)
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{
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blindable.EyeTooDamaged = true;
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AdjustBlindSources(uid, 1, blindable);
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}
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if (blindable.EyeTooDamaged && blindable.EyeDamage < 8)
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{
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blindable.EyeTooDamaged = false;
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AdjustBlindSources(uid, -1, blindable);
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}
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blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, 8);
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}
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}
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// I have no idea why blurry vision needs this but blindness doesn't
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[Serializable, NetSerializable]
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public sealed class BlurryVisionComponentState : ComponentState
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{
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public float Magnitude;
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public BlurryVisionComponentState(float magnitude)
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{
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Magnitude = magnitude;
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}
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}
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/// <summary>
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/// You became blind or lost blindess, not just changed # of sources.
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/// </summary>
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public sealed class BlindnessChangedEvent : EntityEventArgs
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{
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public bool Blind;
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public BlindnessChangedEvent(bool blind)
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{
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Blind = blind;
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}
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}
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}
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93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
Normal file
93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
Normal file
@@ -0,0 +1,93 @@
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Rejuvenate;
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using JetBrains.Annotations;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlindableSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
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{
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AdjustEyeDamage(uid, -component.EyeDamage, component);
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}
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[PublicAPI]
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public void UpdateIsBlind(EntityUid uid, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false))
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return;
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|
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var old = blindable.IsBlind;
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|
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// Don't bother raising an event if the eye is too damaged.
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if (blindable.EyeDamage >= BlindableComponent.MaxDamage)
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{
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blindable.IsBlind = true;
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}
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else
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{
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var ev = new CanSeeAttemptEvent();
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RaiseLocalEvent(uid, ev);
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blindable.IsBlind = ev.Blind;
|
||||
}
|
||||
|
||||
if (old == blindable.IsBlind)
|
||||
return;
|
||||
|
||||
var changeEv = new BlindnessChangedEvent(blindable.IsBlind);
|
||||
RaiseLocalEvent(uid, ref changeEv);
|
||||
Dirty(blindable);
|
||||
}
|
||||
|
||||
public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref blindable, false) || amount == 0)
|
||||
return;
|
||||
|
||||
blindable.EyeDamage += amount;
|
||||
blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, BlindableComponent.MaxDamage);
|
||||
Dirty(blindable);
|
||||
UpdateIsBlind(uid, blindable);
|
||||
|
||||
var ev = new EyeDamageChangedEvent(blindable.EyeDamage);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised when an entity's blindness changes
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct BlindnessChangedEvent(bool Blind);
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised when an entity's eye damage changes
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct EyeDamageChangedEvent(int Damage);
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed at an entity to see whether the entity is currently blind or not.
|
||||
/// </summary>
|
||||
public sealed class CanSeeAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public bool Blind => Cancelled;
|
||||
public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
|
||||
}
|
||||
|
||||
public sealed class GetEyeProtectionEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
/// <summary>
|
||||
/// Time to subtract from any temporary blindness sources.
|
||||
/// </summary>
|
||||
public TimeSpan Protection;
|
||||
|
||||
public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
|
||||
}
|
||||
34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
Normal file
34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class BlindfoldSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
SubscribeLocalEvent<BlindfoldComponent, InventoryRelayedEvent<CanSeeAttemptEvent>>(OnBlindfoldTrySee);
|
||||
}
|
||||
|
||||
private void OnBlindfoldTrySee(EntityUid uid, BlindfoldComponent component, InventoryRelayedEvent<CanSeeAttemptEvent> args)
|
||||
{
|
||||
args.Args.Cancel();
|
||||
}
|
||||
|
||||
private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(args.Equipee);
|
||||
}
|
||||
|
||||
private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(args.Equipee);
|
||||
}
|
||||
}
|
||||
72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
Normal file
72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class BlurryVisionSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BlindableComponent, EyeDamageChangedEvent>(OnDamageChanged);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
|
||||
}
|
||||
|
||||
private void OnGetBlur(EntityUid uid, VisionCorrectionComponent component, InventoryRelayedEvent<GetBlurEvent> args)
|
||||
{
|
||||
args.Args.Blur += component.VisionBonus;
|
||||
}
|
||||
|
||||
private void OnDamageChanged(EntityUid uid, BlindableComponent component, ref EyeDamageChangedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid, component);
|
||||
}
|
||||
|
||||
private void UpdateBlurMagnitude(EntityUid uid, BlindableComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return;
|
||||
|
||||
var ev = new GetBlurEvent(component.EyeDamage);
|
||||
RaiseLocalEvent(uid, ev);
|
||||
|
||||
var blur = Math.Clamp(0, ev.Blur, BlurryVisionComponent.MaxMagnitude);
|
||||
if (blur <= 0)
|
||||
{
|
||||
RemCompDeferred<BlurryVisionComponent>(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
var blurry = EnsureComp<BlurryVisionComponent>(uid);
|
||||
blurry.Magnitude = blur;
|
||||
Dirty(blurry);
|
||||
}
|
||||
|
||||
private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid);
|
||||
}
|
||||
|
||||
private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public readonly float BaseBlur;
|
||||
public float Blur;
|
||||
|
||||
public GetBlurEvent(float blur)
|
||||
{
|
||||
Blur = blur;
|
||||
BaseBlur = blur;
|
||||
}
|
||||
|
||||
public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class TemporaryBlindnessSystem : EntitySystem
|
||||
{
|
||||
public const string BlindingStatusEffect = "TemporaryBlindness";
|
||||
|
||||
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentStartup>(OnStartup);
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, CanSeeAttemptEvent>(OnBlindTrySee);
|
||||
}
|
||||
|
||||
private void OnStartup(EntityUid uid, TemporaryBlindnessComponent component, ComponentStartup args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnBlindTrySee(EntityUid uid, TemporaryBlindnessComponent component, CanSeeAttemptEvent args)
|
||||
{
|
||||
if (component.LifeStage <= ComponentLifeStage.Running)
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
/// <summary>
|
||||
/// Blind status effect.
|
||||
/// </summary>
|
||||
[NetworkedComponent, RegisterComponent]
|
||||
public sealed class TemporaryBlindnessComponent : Component
|
||||
{}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
public sealed class VisionCorrectionComponent : Component
|
||||
{
|
||||
[ViewVariables]
|
||||
public bool IsActive = false;
|
||||
|
||||
[DataField("visionBonus")]
|
||||
public float VisionBonus = 3f;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user