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<!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Shadowlings from SS13 to SS14 with a remake to make them fun to play. Minimal Design Doc (not up-to-date, read comments in this repo for updates): https://github.com/Lumminal/SS14-Design-Docs-Lumminal/blob/main/Shadowling.md --- - Abilities - [X] Hatch - [x] Glare - [X] Enthrall - [x] Veil - [x] Shadow Walk - [x] Icy Veins - [x] Collective Mind - [x] Rapid Re-Hatch - [x] Destroy Engines - [x] Sonic Screech - [x] Blindness Smoke - [x] Null Charge - [x] Black Recuperation - [x] Empowered Enthrall - [x] Nox Imperii - [x] Ascension - [x] Annihilate - [x] Hypnosis - [x] Plane-Shift - [x] Lighting Storm - [x] Ascendant Broadcast - Antags - [X] Thrall - [x] Guise - [x] Thrall Darksight - [x] Lesser Shadowling - Passive - [x] Light Resistance Scaling - [x] Shadowmind - [x] Damage on Light - Other - [x] Sounds - [x] Sprites - [x] Psionic Interactions - [x] Handle Edge Cases --- <details><summary><h1>Media</h1></summary> <p> https://www.youtube.com/watch?v=H-Ee5wuRINc </p> </details> --- 🆑 - add: The shadows have awakened, and their ascendance is soon to follow. Do not enter maints. --------- Signed-off-by: Lumminal <81829924+Lumminal@users.noreply.github.com>
86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Language;
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using Content.Shared._EE.Shadowling;
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using Content.Shared.Chat;
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using Content.Shared.Language;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server._EE.Shadowling;
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/// <summary>
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/// This handles Shadowling/Thrall communication
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/// </summary>
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public sealed class ShadowlingChatSystem : EntitySystem
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly LanguageSystem _language = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ShadowlingComponent, EntitySpokeEvent>(OnShadowlingSpeak);
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SubscribeLocalEvent<ThrallComponent, EntitySpokeEvent>(OnThrallSpeak);
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}
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private void OnShadowlingSpeak(EntityUid uid, ShadowlingComponent component, EntitySpokeEvent args)
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{
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if (args.Source != uid || args.Language.ID != component.SlingLanguageId || args.IsWhisper)
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return;
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SendMessage(args.Source, args.Message, false, args.Language);
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}
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private void OnThrallSpeak(EntityUid uid, ThrallComponent component, EntitySpokeEvent args)
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{
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if (args.Source != uid || args.Language.ID != component.SlingLanguageId || args.IsWhisper)
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return;
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SendMessage(args.Source, args.Message, false, args.Language);
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}
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private void SendMessage(EntityUid source, string message, bool hideChat, LanguagePrototype language)
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{
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// Again, this is thanks to blood cult (I didn't wanna touch their code and break stuff so I just copypasted it)
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var clients = GetClients(language.ID);
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var playerName = Name(source);
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var wrappedMessage = Loc.GetString("chat-manager-send-cult-chat-wrap-message",
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("channelName", Loc.GetString("chat-manager-shadowling-channel-name")),
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("player", playerName),
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("message", FormattedMessage.EscapeText(message)));
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_chatManager.ChatMessageToMany(ChatChannel.Telepathic,
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message,
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wrappedMessage,
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source,
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hideChat,
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true,
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clients.ToList(),
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language.SpeechOverride.Color);
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}
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private IEnumerable<INetChannel> GetClients(string languageId)
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{
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return Filter.Empty()
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.AddWhereAttachedEntity(entity => CanHear(entity, languageId))
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.Recipients
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.Union(_adminManager.ActiveAdmins)
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.Select(p => p.Channel);
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}
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private bool CanHear(EntityUid entity, string languageId)
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{
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var understood = _language.GetUnderstoodLanguages(entity);
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return understood.Any(language => language.Id == languageId);
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}
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}
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