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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>
96 lines
3.1 KiB
C#
96 lines
3.1 KiB
C#
using System.Linq;
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using Content.Server.Hands.Systems;
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using Content.Server.Light.Components;
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using Content.Server.PowerCell;
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using Content.Shared._EE.Nightmare;
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using Content.Shared._EE.Nightmare.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Light.Components;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.Weapons.Melee.Events;
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namespace Content.Server._EE.Nightmare.Systems;
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/// <summary>
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/// This handles the Light Eater system.
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/// Light Eater is an armblade that ashes any light that it attacks.
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/// </summary>
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public sealed class LightEaterSystem : EntitySystem
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{
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[Dependency] private readonly PowerCellSystem _powerCellSystem = default!;
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[Dependency] private readonly HandsSystem _handsSystem = 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<LightEaterUserComponent, ToggleLightEaterEvent>(OnToggleLightEater);
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SubscribeLocalEvent<LightEaterComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void OnToggleLightEater(EntityUid uid, LightEaterUserComponent component, ToggleLightEaterEvent args)
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{
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component.Activated = !component.Activated;
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if (!component.Activated)
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{
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var lightEater = Spawn(component.LightEaterProto, Transform(uid).Coordinates);
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component.LightEaterEntity = lightEater;
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if (!_handsSystem.TryPickupAnyHand(uid, lightEater, true))
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{
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QueueDel(component.LightEaterEntity);
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}
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}
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else
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{
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if (component.LightEaterEntity != null)
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QueueDel(component.LightEaterEntity);
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}
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}
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private void OnMeleeHit(EntityUid uid, LightEaterComponent component, MeleeHitEvent args)
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{
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if (!args.IsHit
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|| !args.HitEntities.Any())
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return;
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foreach (var target in args.HitEntities)
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{
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if (HasComp<PoweredLightComponent>(target))
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{
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Spawn("Ash", Transform(target).Coordinates);
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QueueDel(target);
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continue;
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}
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if (TryComp<InventoryComponent>(target, out var inv))
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{
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foreach (var container in inv.Containers)
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{
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foreach (var containerItem in container.ContainedEntities)
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{
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if (HasComp<HandheldLightComponent>(containerItem))
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{
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// not checking for point lights cuz of pda lights
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Spawn("Ash", Transform(target).Coordinates);
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QueueDel(containerItem);
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}
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}
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}
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}
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if (HasComp<BorgChassisComponent>(target))
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{
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if (!_powerCellSystem.TryGetBatteryFromSlot(target, out var battery))
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continue;
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_powerCellSystem.SetDrawEnabled(target, false);
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}
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// could add more interactions in the future here
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}
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}
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}
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