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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>
89 lines
3.0 KiB
C#
89 lines
3.0 KiB
C#
using Content.Server.Actions;
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using Content.Server.Stunnable;
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using Content.Shared._EE.Nightmare.Components;
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using Content.Shared._EE.Shadowling;
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using Content.Shared._EE.Shadowling.Components;
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using Content.Shared.Actions;
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using Content.Shared.Weapons.Reflect;
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using Content.Shared.WhiteDream.BloodCult.Constructs.PhaseShift;
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namespace Content.Server._EE.Nightmare.Systems;
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/// <summary>
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/// This handles nightmare logic
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/// </summary>
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public sealed class NightmareSystem : EntitySystem
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{
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[Dependency] private readonly ActionsSystem _actionsSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = 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<NightmareComponent, ComponentStartup>(OnComponentStartup);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Nightmares reflect shots while in the dark
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var nightmare = EntityQueryEnumerator<NightmareComponent>();
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while (nightmare.MoveNext(out var uid, out var nightmareComponent))
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{
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if (!TryComp<LightDetectionComponent>(uid, out var lightDet))
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continue;
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if (lightDet.IsOnLight && HasComp<PhaseShiftedComponent>(uid))
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{
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RemComp<PhaseShiftedComponent>(uid);
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_stunSystem.TryKnockdown(uid, TimeSpan.FromSeconds(3), false);
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_actionsSystem.SetCooldown(nightmareComponent.ActionPlaneShiftEntity, TimeSpan.FromSeconds(3));
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}
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if (!TryComp<ReflectComponent>(uid, out var reflect))
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continue;
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if (lightDet.IsOnLight)
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{
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reflect.ReflectProb = 0f;
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}
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else
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{
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reflect.ReflectProb = 1f;
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}
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}
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}
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private void OnComponentStartup(EntityUid uid, NightmareComponent component, ComponentStartup args)
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{
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if (!TryComp<ActionsComponent>(uid, out var actions))
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return;
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if (TryComp<LesserShadowlingComponent>(uid, out var lesser))
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{
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_actionsSystem.RemoveAction(uid, lesser.ShadowWalkActionId);
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}
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if (TryComp<ThrallComponent>(uid, out var thrall) && !HasComp<LesserShadowlingComponent>(uid))
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{
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_actionsSystem.RemoveAction(uid, thrall.ActionGuiseEntity);
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_actionsSystem.RemoveAction(uid, thrall.ActionThrallDarksightEntity);
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}
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// Shadowling Checks - END
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EnsureComp<LightDetectionComponent>(uid);
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EnsureComp<LightDetectionDamageModifierComponent>(uid);
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EnsureComp<LightEaterUserComponent>(uid);
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EnsureComp<ShadowlingPlaneShiftComponent>(uid);
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EnsureComp<ReflectComponent>(uid);
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_actionsSystem.AddAction(uid, ref component.ActionLightEntity, component.ActionLightEater, component: actions);
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_actionsSystem.AddAction(uid, ref component.ActionPlaneShiftEntity, component.ActionPlaneShift, component: actions);
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}
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}
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