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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>
134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Server.Zombies;
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using Content.Shared._EE.Shadowling;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ShadowlingRuleSystem : GameRuleSystem<ShadowlingRuleComponent>
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{
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[Dependency] private readonly SharedRoleSystem _role = default!;
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MobStateSystem _mob = default!;
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[Dependency] private readonly NpcFactionSystem _npc = default!;
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public readonly SoundSpecifier BriefingSound = new SoundPathSpecifier("/Audio/_EE/Shadowling/shadowling.ogg");
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[ValidatePrototypeId<EntityPrototype>] EntProtoId _mindRole = "MindRoleShadowling";
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public readonly ProtoId<NpcFactionPrototype> ShadowlingFactionId = "Shadowling";
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public readonly ProtoId<NpcFactionPrototype> NanotrasenFactionId = "NanoTrasen";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ShadowlingRuleComponent, AfterAntagEntitySelectedEvent>(OnSelectAntag);
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SubscribeLocalEvent<ShadowlingRoleComponent, GetBriefingEvent>(OnGetBriefing);
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SubscribeLocalEvent<ShadowlingAscendEvent>(OnAscend);
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SubscribeLocalEvent<ShadowlingDeathEvent>(OnDeath);
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}
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private void OnDeath(ShadowlingDeathEvent args)
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{
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var rulesQuery = QueryActiveRules();
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while (rulesQuery.MoveNext(out _, out var shadowling, out _))
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{
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var shadowlingCount = 0;
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var shadowlingDead = 0;
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var query = EntityQueryEnumerator<ShadowlingComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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shadowlingCount++;
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if (_mob.IsDead(uid) || _mob.IsInvalidState(uid))
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shadowlingDead++;
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}
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if (shadowlingCount == shadowlingDead)
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shadowling.WinCondition = ShadowlingWinCondition.Failure;
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}
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}
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private void OnAscend(ShadowlingAscendEvent args)
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{
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var rulesQuery = QueryActiveRules();
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while (rulesQuery.MoveNext(out _, out var shadowling, out _))
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{
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shadowling.WinCondition = ShadowlingWinCondition.Win;
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return;
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}
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}
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private void OnGetBriefing(EntityUid uid, ShadowlingRoleComponent component, ref GetBriefingEvent args)
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{
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var ent = args.Mind.Comp.OwnedEntity;
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var sling = HasComp<ShadowlingComponent>(ent);
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args.Briefing = Loc.GetString(sling ? "shadowling-briefing" : "thrall-briefing");
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}
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private void OnSelectAntag(EntityUid uid, ShadowlingRuleComponent comp, ref AfterAntagEntitySelectedEvent args)
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{
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MakeShadowling(args.EntityUid, comp);
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}
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public bool MakeShadowling(EntityUid target, ShadowlingRuleComponent rule)
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{
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EnsureComp<ZombieImmuneComponent>(target);
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if (!_mind.TryGetMind(target, out var mindId, out var mind))
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return false;
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_role.MindAddRole(mindId, _mindRole.Id, mind, true);
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_npc.RemoveFaction(target, NanotrasenFactionId, false);
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_npc.AddFaction(target, ShadowlingFactionId);
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TryComp<MetaDataComponent>(target, out var metaData);
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if (metaData == null)
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return false;
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var briefing = Loc.GetString("shadowling-role-greeting");
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_antag.SendBriefing(target, briefing, Color.MediumPurple, BriefingSound);
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EnsureComp<ShadowlingComponent>(target);
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rule.ShadowlingMinds.Add(mindId);
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return true;
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}
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protected override void AppendRoundEndText(
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EntityUid uid,
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ShadowlingRuleComponent component,
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GameRuleComponent gamerule,
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ref RoundEndTextAppendEvent args
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)
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{
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base.AppendRoundEndText(uid, component, gamerule, ref args);
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var winText = Loc.GetString($"shadowling-condition-{component.WinCondition.ToString().ToLower()}");
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args.AddLine(winText);
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args.AddLine(Loc.GetString("shadowling-list-start"));
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var sessionData = _antag.GetAntagIdentifiers(uid);
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foreach (var (_, data, name) in sessionData)
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{
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var listing = Loc.GetString("shadowling-list-name", ("name", name), ("user", data.UserName));
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args.AddLine(listing);
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}
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}
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}
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