Files
wwdpublic/Content.Server/_EE/EntityEffects/BlindNonShadowling.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

43 lines
1.4 KiB
C#

using Content.Shared._EE.Shadowling;
using Content.Shared.EntityEffects;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Server._EE.EntityEffects;
/// <summary>
/// Inflicts blindness on non-shadowlings and non-thralls
/// </summary>
[UsedImplicitly]
public sealed partial class BlindNonShadowling : EntityEffect
{
/// <inheritdoc/>
protected override string ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Loc.GetString("reagent-effect-guidebook-blind-non-sling", ("chance", Probability));
public override void Effect(EntityEffectBaseArgs args)
{
if (args.EntityManager.HasComponent<ShadowlingComponent>(args.TargetEntity) ||
args.EntityManager.HasComponent<ThrallComponent>(args.TargetEntity))
{
return;
}
if (!args.EntityManager.TryGetComponent<StatusEffectsComponent>(args.TargetEntity, out var statusEffects))
return;
var statusEffectsSystem = args.EntityManager.System<StatusEffectsSystem>();
statusEffectsSystem.TryAddStatusEffect<TemporaryBlindnessComponent>(
args.TargetEntity,
"TemporaryBlindness",
TimeSpan.FromSeconds(3),
true,
statusEffects);
}
}