Files
wwdpublic/Content.Server/_EE/Shadowling/Systems/Abilities/CollectiveMind/ShadowlingNoxImperiiSystem.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

76 lines
2.6 KiB
C#

using Content.Server.Actions;
using Content.Server.DoAfter;
using Content.Server.Popups;
using Content.Shared._EE.Shadowling;
using Content.Shared._EE.Shadowling.Components;
using Content.Shared.Alert;
using Content.Shared.DoAfter;
using Content.Shared.Popups;
using Robust.Server.Audio;
using Robust.Shared.Audio;
using Robust.Shared.Player;
namespace Content.Server._EE.Shadowling;
/// <summary>
/// This handles the Nox Imperii system.
/// When used, the shadowling no longer becomes affected by lightning damage.
/// </summary>
public sealed class ShadowlingNoxImperiiSystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly AudioSystem _audio = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ShadowlingNoxImperiiComponent, NoxImperiiEvent>(OnNoxImperii);
SubscribeLocalEvent<ShadowlingNoxImperiiComponent, NoxImperiiDoAfterEvent>(OnNoxImperiiDoAfter);
}
private void OnNoxImperii(EntityUid uid, ShadowlingNoxImperiiComponent component, NoxImperiiEvent args)
{
var doAfter = new DoAfterArgs(
EntityManager,
uid,
component.Duration,
new NoxImperiiDoAfterEvent(),
uid,
used: args.Action)
{
CancelDuplicate = true,
BreakOnDamage = true,
};
_doAfter.TryStartDoAfter(doAfter);
}
private void OnNoxImperiiDoAfter(EntityUid uid, ShadowlingNoxImperiiComponent component, NoxImperiiDoAfterEvent args)
{
if (!TryComp<ShadowlingComponent>(args.Args.User, out var sling))
return;
RemComp<ShadowlingNoxImperiiComponent>(uid);
RemComp<LightDetectionComponent>(uid);
RemComp<LightDetectionDamageModifierComponent>(uid);
_actions.RemoveAction(uid, args.Args.Used);
// Reduce heat damage from other sources
sling.HeatDamage.DamageDict["Heat"] = 10;
sling.HeatDamageProjectileModifier.DamageDict["Heat"] = 4;
_alerts.ClearAlert(uid, sling.AlertProto);
// Indicates that the crew should start caring more since the Shadowling is close to ascension
_audio.PlayGlobal(new SoundPathSpecifier("/Audio/Effects/ghost.ogg"), Filter.Broadcast(), false, AudioParams.Default.WithVolume(-2f));
_popups.PopupEntity(Loc.GetString("shadowling-nox-imperii-done"), uid, uid, PopupType.Medium);
}
}