Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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using Content.Shared.Eye.Blinding.Components;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class TemporaryBlindnessSystem : EntitySystem
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{
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public const string BlindingStatusEffect = "TemporaryBlindness";
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<TemporaryBlindnessComponent, CanSeeAttemptEvent>(OnBlindTrySee);
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}
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private void OnStartup(EntityUid uid, TemporaryBlindnessComponent component, ComponentStartup args)
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{
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_blindableSystem.UpdateIsBlind(uid);
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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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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnBlindTrySee(EntityUid uid, TemporaryBlindnessComponent component, CanSeeAttemptEvent args)
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{
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if (component.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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}
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