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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- 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]? --> Port from WWDP. Refactor from [Goob](https://github.com/Goob-Station/Goob-Station/pull/1251) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  Night vision goggles:  Zealot's blindfold:  Animal vision:  Thermal vision goggles:  Deathsquad helmet:  Xeno vision:  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 @Aviu00, Spatison, @PuroSlavKing - add: Added night vision goggle - add: Added thermal vision goggle - add: Deathsquad helmet now grants night and thermal vision. - add: Ninja visor now grants night vision. - tweak: Some animals have gained night vision. - tweak: Xenos have gained night vision. --------- Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: PuroSlavKing <103608145+puroslavking@users.noreply.github.com> (cherry picked from commit 0f481422a54a197923f4bf03db1b5733e481965f)
88 lines
2.5 KiB
C#
88 lines
2.5 KiB
C#
using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays.Switchable;
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using Robust.Client.Graphics;
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namespace Content.Client.Overlays.Switchable;
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public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly ILightManager _lightManager = default!;
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private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);
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_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
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}
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private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
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{
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RefreshOverlay(args.User);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args)
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{
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base.UpdateInternal(args);
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var active = false;
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NightVisionComponent? nvComp = null;
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foreach (var comp in args.Components)
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{
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if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime)
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active = true;
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else
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continue;
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if (comp.DrawOverlay)
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{
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if (nvComp == null)
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nvComp = comp;
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else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f)
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nvComp = comp;
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}
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if (active && nvComp is { PulseTime: <= 0 })
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break;
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}
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UpdateNightVision(active);
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UpdateOverlay(nvComp);
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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UpdateNightVision(false);
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UpdateOverlay(null);
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}
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private void UpdateNightVision(bool active)
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{
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_lightManager.DrawLighting = !active;
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}
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private void UpdateOverlay(NightVisionComponent? nvComp)
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{
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_overlay.Comp = nvComp;
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switch (nvComp)
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{
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case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>():
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_overlayMan.AddOverlay(_overlay);
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break;
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case null:
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_overlayMan.RemoveOverlay(_overlay);
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break;
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}
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if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay))
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overlay.IsActive = nvComp == null;
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}
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}
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