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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]? --> With protection against flashes a bit more easily obtainable than before (welding masks, sunglasses, engineering goggles, cyber eye traits, etc.) and having thought about this idea before, I'd like to do a quick poll on an idea I've had and would be willing to implement: Instead of a Flash, give HeadRevolutionaries a Manifesto. They use this (with a short doafter) on a person to convert them, spouting Rev Ideology at them as the doafter runs. This will only be blockable by * Mindshields * Not being an intelligent creature As a side-effect, Epistemics won't necessarily be the Prime First Target to Rev anymore. Unless they want more books and they're in the library. A head revolutionary will spawn with this book. It may also be found in maintenance or bookshelves, though this is not common. This is to ensure that _having_ the book does not immediately out you as a revolutionary. The book has no charges, as opposed to flashes. This is balanced out by the fact that you audibly spout revolutionary ideology and propaganda at a target and that it takes a few seconds to do the conversion. --- <!-- 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> https://github.com/user-attachments/assets/089d707b-9178-45b1-a38a-99f06ae5d9b1 </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 --> 🆑 - tweak: Changed the way Revolutionaries convert people. Instead of flashes, they now use the Revolutionary Manifesto to 'persuade' new conspirators. This has a small delay (three seconds) and will make you speak propaganda at the target. Note that the book itself is not contraband, and may also be found in other places. Only a Head Revolutionary will be able to make use of its persuasive power, however... <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new in-game item—the Revolutionary Manifesto—which replaces previous flash-based conversion tools. It features distinctive visual design and sound effects. - Added a new method for sending in-game chat messages to all users, enhancing communication capabilities. - **Gameplay Updates** - Head Revolutionary roles now convert others using the manifesto, with updated narrative text, motivational speeches, and revised starting gear. - **Communication Enhancements** - Improved in-game messaging systems streamline chat interactions for a smoother experience. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 4f4c5be744332ba03245de0a5da8fd36255855f5)
111 lines
4.0 KiB
C#
111 lines
4.0 KiB
C#
using Content.Shared.Chat;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Revolutionary.Components;
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namespace Content.Shared.Revolutionary;
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public sealed class RevolutionaryConverterSystem : EntitySystem
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{
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private const string RevConvertSpeechBaseKey = "revolutionary-converter-speech-";
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedChatSystem _chat = default!;
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private List<string> _speechLocalizationKeys = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RevolutionaryConverterComponent, RevolutionaryConverterDoAfterEvent>(OnConvertDoAfter);
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SubscribeLocalEvent<RevolutionaryConverterComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<RevolutionaryConverterComponent, AfterInteractEvent>(OnConverterAfterInteract);
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var i = 1;
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while (Loc.HasString($"{RevConvertSpeechBaseKey}{i}"))
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{
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_speechLocalizationKeys.Add($"{RevConvertSpeechBaseKey}{i}");
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i++;
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}
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}
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private void OnUseInHand(Entity<RevolutionaryConverterComponent> ent, ref UseInHandEvent args)
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{
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if(_speechLocalizationKeys == null || _speechLocalizationKeys.Count == 0)
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return;
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var message = _speechLocalizationKeys[System.Random.Shared.Next(_speechLocalizationKeys.Count)];
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_chat.TrySendInGameICMessage(args.User, Loc.GetString(message), InGameICChatType.Speak, hideChat: false, hideLog: false);
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args.Handled = true;
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}
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public void OnConvertDoAfter(Entity<RevolutionaryConverterComponent> entity, ref RevolutionaryConverterDoAfterEvent args)
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{
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if (args.Target == null || args.Cancelled)
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return;
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var ev = new AfterConvertedEvent(args.Target!.Value, args.User, args.Used);
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RaiseLocalEvent(args.User, ref ev);
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if (args.Used != null)
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RaiseLocalEvent(args.Used.Value, ref ev);
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}
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public void OnConverterAfterInteract(Entity<RevolutionaryConverterComponent> entity, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (args.Target is not { Valid: true } target || !HasComp<MobStateComponent>(target) || !HasComp<HeadRevolutionaryComponent>(args.User))
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return;
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ConvertDoAfter(entity, target, args.User);
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args.Handled = true;
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}
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private void ConvertDoAfter(Entity<RevolutionaryConverterComponent> converter, EntityUid target, EntityUid user)
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{
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if (user == target)
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return;
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if(_speechLocalizationKeys != null && _speechLocalizationKeys.Count > 0)
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{
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var message = _speechLocalizationKeys[System.Random.Shared.Next(_speechLocalizationKeys.Count)];
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_chat.TrySendInGameICMessage(user, Loc.GetString(message), InGameICChatType.Speak, hideChat: false, hideLog: false);
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}
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, converter.Comp.ConversionDuration, new RevolutionaryConverterDoAfterEvent(), converter.Owner, target: target, used: converter.Owner)
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{
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BreakOnMove = false,
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BreakOnWeightlessMove = false,
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BreakOnDamage = true,
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NeedHand = true,
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BreakOnHandChange = false,
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});
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}
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/// <summary>
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/// Called after a converter is used via melee on another person to check for rev conversion.
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/// Raised on the user of the converter, the target hit by the converter, and the converter used.
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/// </summary>
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[ByRefEvent]
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public readonly struct AfterConvertedEvent
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{
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public readonly EntityUid Target;
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public readonly EntityUid? User;
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public readonly EntityUid? Used;
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public AfterConvertedEvent(EntityUid target, EntityUid? user, EntityUid? used)
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{
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Target = target;
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User = user;
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Used = used;
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}
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}
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}
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