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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>
94 lines
2.9 KiB
C#
94 lines
2.9 KiB
C#
using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Shared._EE.Shadowling;
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using Content.Shared.DoAfter;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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namespace Content.Server._EE.Shadowling;
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/// <summary>
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/// This handles the Null Charge ability.
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/// Null Charge is an ability that disables an APC until it gets fixed.
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/// </summary>
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public sealed class ShadowlingNullChargeSystem : EntitySystem
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{
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/// <inheritdoc/>
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ShadowlingNullChargeComponent, NullChargeEvent>(OnNullCharge);
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SubscribeLocalEvent<ShadowlingNullChargeComponent, NullChargeDoAfterEvent>(OnNullChargeAfter);
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}
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private void OnNullCharge(EntityUid uid, ShadowlingNullChargeComponent component, NullChargeEvent args)
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{
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if (args.Handled)
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return;
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if (!IsApcInRange(uid, component.Range))
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return;
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var doAfterArgs = new DoAfterArgs(
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EntityManager,
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uid,
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component.NullChargeToComplete,
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new NullChargeDoAfterEvent(),
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uid);
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_popupSystem.PopupEntity(Loc.GetString("shadowling-null-charge-start"), uid, uid, PopupType.MediumCaution);
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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private void OnNullChargeAfter(EntityUid uid, ShadowlingNullChargeComponent component, NullChargeDoAfterEvent args)
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{
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if (args.Cancelled)
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return;
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bool apcAffected = false;
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foreach (var apc in _lookup.GetEntitiesInRange(uid, component.Range))
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{
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if (apcAffected)
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break;
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if (!TryComp<ApcComponent>(apc, out var apcComponent))
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continue;
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if (!TryComp<PowerNetworkBatteryComponent>(apc, out var battery))
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continue;
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if (apcComponent.MainBreakerEnabled)
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{
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apcComponent.MainBreakerEnabled = false;
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battery.CanDischarge = false;
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apcAffected = true;
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}
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}
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if (apcAffected)
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_popupSystem.PopupEntity(Loc.GetString("shadowling-null-charge-success"), uid, uid, PopupType.Medium);
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var effectEnt = Spawn(component.NullChargeEffect, _transformSystem.GetMapCoordinates(uid));
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_transformSystem.SetParent(effectEnt, uid);
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}
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private bool IsApcInRange(EntityUid uid, float range)
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{
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foreach (var target in _lookup.GetEntitiesInRange(uid, range))
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{
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if (HasComp<ApcComponent>(target))
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return true;
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}
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return false;
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}
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}
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