Files
wwdpublic/Content.Server/_EE/Nightmare/Systems/NightmareSystem.cs
Lumminal 16ea61f52f Shadowling Antagonist (SS13 Port and Remake) (#2207)
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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>
2025-07-20 12:05:11 +10:00

89 lines
3.0 KiB
C#

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