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

77 lines
2.8 KiB
C#

using Content.Server.Actions;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared._EE.Shadowling;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Content.Shared.Silicon.Components;
using Content.Shared.Tag;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
namespace Content.Server._EE.Shadowling;
/// <summary>
/// This handles the Sonic Screech ability logic.
/// Sonic Screech "confuses" and "deafens" (flash effect + tinnitus sound) nearby people, damages windows, and stuns silicons/borgs. All in one pack!
/// </summary>
public sealed class ShadowlingSonicScreechSystem : EntitySystem
{
/// <inheritdoc/>
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly TransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ShadowlingSonicScreechComponent, SonicScreechEvent>(OnSonicScreech);
}
private void OnSonicScreech(EntityUid uid, ShadowlingSonicScreechComponent component, SonicScreechEvent args)
{
_actions.StartUseDelay(args.Action);
_popups.PopupEntity(Loc.GetString("shadowling-sonic-screech-complete"), uid, uid, PopupType.Medium);
_audio.PlayPvs(component.ScreechSound, uid);
var effectEnt = Spawn(component.SonicScreechEffect, _transform.GetMapCoordinates(uid));
_transform.SetParent(effectEnt, uid);
foreach (var entity in _lookup.GetEntitiesInRange(uid, component.Range))
{
if (_tag.HasTag(entity, component.WindowTag) &&
TryComp<DamageableComponent>(entity, out var damageableComponent))
{
_damageable.TryChangeDamage(entity, component.WindowDamage, true, damageable: damageableComponent);
continue;
}
if (!HasComp<MobStateComponent>(entity))
continue;
if (HasComp<ThrallComponent>(entity) ||
HasComp<ShadowlingComponent>(entity))
continue;
if (HasComp<SiliconComponent>(entity))
{
_stun.TryParalyze(entity, component.SiliconStunTime, false);
continue;
}
if (HasComp<HumanoidAppearanceComponent>(entity))
EntityManager.SpawnAtPosition(component.ProtoFlash, Transform(entity).Coordinates);
}
}
}