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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>
157 lines
6.2 KiB
C#
157 lines
6.2 KiB
C#
using Content.Server.Administration.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.DoAfter;
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using Content.Server.EUI;
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using Content.Server.Ghost;
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using Content.Server.Humanoid;
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using Content.Server.Mind;
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using Content.Server.Polymorph.Systems;
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using Content.Server.Popups;
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using Content.Shared._EE.Shadowling;
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using Content.Shared._EE.Shadowling.Components;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server._EE.Shadowling;
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/// <summary>
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/// This handles the Black Recuperation logic.
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/// Black Rec. either turns back a dead Thrall to life, OR turns a living Thrall into a Lesser Shadowling by empowering them
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/// Reduces your light resistance forever. Less for thralls, more for lesser shadowlings.
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/// </summary>
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public sealed class ShadowlingBlackRecuperationSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly RejuvenateSystem _rejuvenate = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly PolymorphSystem _polymorph = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly LightDetectionDamageModifierSystem _modifierLight = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly ChatSystem _chatManager = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ShadowlingBlackRecuperationComponent, BlackRecuperationEvent>(OnBlackRec);
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SubscribeLocalEvent<ShadowlingBlackRecuperationComponent, BlackRecuperationDoAfterEvent>(OnBlackRecDoAfter);
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}
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private void OnBlackRec(EntityUid uid, ShadowlingBlackRecuperationComponent component, BlackRecuperationEvent args)
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{
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var target = args.Target;
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if (!HasComp<ThrallComponent>(target))
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return;
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if (_mobStateSystem.IsAlive(target) && HasComp<LesserShadowlingComponent>(target))
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{
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_popup.PopupEntity(Loc.GetString("shadowling-black-rec-lesser-already"), uid, uid, PopupType.MediumCaution);
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return;
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}
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var doAfter = new DoAfterArgs(
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EntityManager,
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uid,
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component.Duration,
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new BlackRecuperationDoAfterEvent(),
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uid,
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target);
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_doAfter.TryStartDoAfter(doAfter);
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}
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private void OnBlackRecDoAfter(EntityUid uid, ShadowlingBlackRecuperationComponent component, BlackRecuperationDoAfterEvent args)
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{
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if (args.Cancelled)
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return;
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if (args.Args.Target is null)
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return;
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var target = args.Args.Target.Value;
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if (!_mobStateSystem.IsAlive(target))
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{
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ICommonSession? session = null;
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if (_mind.TryGetMind(target, out _, out var mind) &&
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mind.Session is { } playerSession)
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{
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session = playerSession;
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// notify them they're being revived.
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if (mind.CurrentEntity != target)
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{
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_euiManager.OpenEui(new ReturnToBodyEui(mind, _mind), session);
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}
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("defibrillator-no-mind"), uid, uid, PopupType.MediumCaution);
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return;
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}
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_rejuvenate.PerformRejuvenate(target);
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_popup.PopupEntity(Loc.GetString("shadowling-black-rec-revive-done"), uid, target, PopupType.MediumCaution);
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var effectEnt = Spawn(component.BlackRecuperationEffect, _transformSystem.GetMapCoordinates(target));
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_transformSystem.SetParent(effectEnt, target);
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_audio.PlayPvs(component.BlackRecSound, target, AudioParams.Default.WithVolume(-1f));
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_damageable.TryChangeDamage(uid, component.DamageToDeal);
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if (!TryComp<LightDetectionDamageModifierComponent>(uid, out var lightDetectionDamageModifier))
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return;
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_modifierLight.AddResistance(component.ResistanceRemoveFromThralls, uid, lightDetectionDamageModifier);
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}
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else
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{
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if (component.LesserShadowlingAmount >= component.LesserShadowlingMaxLimit)
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{
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_popup.PopupEntity(Loc.GetString("shadowling-black-rec-limit"), uid, uid, PopupType.MediumCaution);
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return;
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}
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var newUid = _polymorph.PolymorphEntity(target, component.LesserShadowlingSpeciesProto);
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if (newUid == null)
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return;
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EnsureComp<LesserShadowlingComponent>(newUid.Value);
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if (TryComp<HumanoidAppearanceComponent>(newUid.Value, out var human))
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_humanoidAppearance.AddMarking(newUid.Value, component.LesserShadowlingEyes, Color.Red, true, true, human);
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var effectEnt = Spawn(component.BlackRecuperationEffect, _transformSystem.GetMapCoordinates(newUid.Value));
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_transformSystem.SetParent(effectEnt, newUid.Value);
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component.LesserShadowlingAmount++;
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_popup.PopupEntity(Loc.GetString("shadowling-black-rec-lesser-done"), uid, newUid.Value, PopupType.MediumCaution);
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_audio.PlayPvs(component.BlackRecSound, newUid.Value, AudioParams.Default.WithVolume(-1f));
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if (!TryComp<LightDetectionDamageModifierComponent>(uid, out var lightDetectionDamageModifier))
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return;
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_modifierLight.AddResistance(component.ResistanceRemoveFromLesser, uid, lightDetectionDamageModifier);
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}
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}
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}
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