Fix Night Vision (#1554)

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# Description

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Fixes the bug where you could put a mouse on your head and get free
night vision. This works by adding a bool to the
SwitchableVisionOverlayComponent `IsEquipment` that will be checked for
before granting the thermal/night vision action. Port of
https://github.com/Goob-Station/Goob-Station/pull/1448

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<details><summary><h1>Media</h1></summary>
<p>

No night vision with the mouse on your head:

![image](https://github.com/user-attachments/assets/ccde942c-7f08-405f-9215-b904e0d4dd6a)

Goggles still work:

![image](https://github.com/user-attachments/assets/a7c7e0f4-b49b-4255-86e3-511441234f02)

</p>
</details>

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# Changelog

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🆑 Piras314, Aviu
- fix: Fixed being able to get night vision from putting a mouse on your
head.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 03b7a8a6bfbbc13bc9b7bd27fe414086500592be)
This commit is contained in:
Piras314
2025-01-15 14:26:34 -05:00
committed by Spatison
parent e903e82850
commit cf247d1e4e
10 changed files with 66 additions and 7 deletions

View File

@@ -93,7 +93,8 @@ public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
{
OnRefreshComponentHud(uid, component, args.Args);
args.Args.Active = true;
args.Args.Components.Add(component);
}
protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)

View File

@@ -1,3 +1,4 @@
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
@@ -20,6 +21,26 @@ public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
}
protected override void OnRefreshComponentHud(EntityUid uid,
NightVisionComponent component,
RefreshEquipmentHudEvent<NightVisionComponent> args)
{
if (component.IsEquipment)
return;
base.OnRefreshComponentHud(uid, component, args);
}
protected override void OnRefreshEquipmentHud(EntityUid uid,
NightVisionComponent component,
InventoryRelayedEvent<RefreshEquipmentHudEvent<NightVisionComponent>> args)
{
if (!component.IsEquipment)
return;
base.OnRefreshEquipmentHud(uid, component, args);
}
private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);

View File

@@ -143,9 +143,9 @@ public sealed class ThermalVisionOverlay : Overlay
_stealth.GetVisibility(uid, stealth) > 0.5f);
}
public void ResetLight()
public void ResetLight(bool checkFirstTimePredicted = true)
{
if (_lightEntity == null || !_timing.IsFirstTimePredicted)
if (_lightEntity == null || checkFirstTimePredicted && !_timing.IsFirstTimePredicted)
return;
_entity.DeleteEntity(_lightEntity);

View File

@@ -1,3 +1,4 @@
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
@@ -21,6 +22,26 @@ public sealed class ThermalVisionSystem : EquipmentHudSystem<ThermalVisionCompon
_overlay = new BaseSwitchableOverlay<ThermalVisionComponent>();
}
protected override void OnRefreshComponentHud(EntityUid uid,
ThermalVisionComponent component,
RefreshEquipmentHudEvent<ThermalVisionComponent> args)
{
if (component.IsEquipment)
return;
base.OnRefreshComponentHud(uid, component, args);
}
protected override void OnRefreshEquipmentHud(EntityUid uid,
ThermalVisionComponent component,
InventoryRelayedEvent<RefreshEquipmentHudEvent<ThermalVisionComponent>> args)
{
if (!component.IsEquipment)
return;
base.OnRefreshEquipmentHud(uid, component, args);
}
private void OnToggle(Entity<ThermalVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);
@@ -54,6 +75,7 @@ public sealed class ThermalVisionSystem : EquipmentHudSystem<ThermalVisionCompon
{
base.DeactivateInternal();
_thermalOverlay.ResetLight(false);
UpdateOverlay(null);
UpdateThermalOverlay(null, 0f);
}

View File

@@ -12,6 +12,12 @@ public abstract partial class SwitchableOverlayComponent : BaseOverlayComponent
[DataField]
public bool DrawOverlay = true;
/// <summary>
/// Whether it should grant equipment enhanced vision or is it mob vision
/// </summary>
[DataField]
public bool IsEquipment;
/// <summary>
/// If it is greater than 0, overlay isn't toggled but pulsed instead
/// </summary>

View File

@@ -102,18 +102,22 @@ public abstract class SwitchableOverlaySystem<TComp, TEvent> : EntitySystem
component.IsActive = state.IsActive;
RaiseSwitchableOverlayToggledEvent(uid, uid, component.IsActive);
RaiseSwitchableOverlayToggledEvent(uid, Transform(uid).ParentUid, component.IsActive);
RaiseSwitchableOverlayToggledEvent(uid,
component.IsEquipment ? Transform(uid).ParentUid : uid,
component.IsActive);
}
private void OnGetItemActions(Entity<TComp> ent, ref GetItemActionsEvent args)
{
if (ent.Comp.ToggleAction != null && args.SlotFlags is not SlotFlags.POCKET and not null)
if (ent.Comp.IsEquipment && ent.Comp.ToggleAction != null && args.SlotFlags is not SlotFlags.POCKET and not null)
args.AddAction(ref ent.Comp.ToggleActionEntity, ent.Comp.ToggleAction);
}
private void OnShutdown(EntityUid uid, TComp component, ComponentShutdown args)
{
if (component.IsEquipment)
return;
_actions.RemoveAction(uid, component.ToggleActionEntity);
}
@@ -124,7 +128,7 @@ public abstract class SwitchableOverlaySystem<TComp, TEvent> : EntitySystem
private void OnMapInit(EntityUid uid, TComp component, MapInitEvent args)
{
if (component.ToggleActionEntity == null && component.ToggleAction != null)
if (component is { IsEquipment: false, ToggleActionEntity: null, ToggleAction: not null })
_actions.AddAction(uid, ref component.ToggleActionEntity, component.ToggleAction);
}

View File

@@ -413,6 +413,7 @@
sprite: Clothing/Eyes/Glasses/ninjavisor.rsi
- type: FlashImmunity
- type: NightVision
isEquipment: true
- type: entity #Fake goggles, the latest in anti-valid hunting technology
parent: ClothingEyesBase

View File

@@ -11,6 +11,7 @@
- type: Clothing
sprite: Clothing/Eyes/Goggles/nightvision.rsi
- type: NightVision
isEquipment: true
- type: IdentityBlocker
coverage: EYES
@@ -77,6 +78,7 @@
- type: Clothing
sprite: Clothing/Eyes/Goggles/thermal.rsi
- type: ThermalVision
isEquipment: true
pulseTime: 2
toggleAction: PulseThermalVision
- type: IdentityBlocker

View File

@@ -800,6 +800,7 @@
maxRange: 0
# WD EDIT END
- type: ThermalVision
isEquipment: true
color: "#98EEFB"
lightRadius: 15

View File

@@ -115,6 +115,7 @@
- type: EyeProtection
- type: NightVision
isActive: true
isEquipment: true
toggleAction: null
activateSound: null
deactivateSound: null