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