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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>
112 lines
3.8 KiB
C#
112 lines
3.8 KiB
C#
using Content.Shared._EE.Shadowling.Components;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Systems;
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using Robust.Server.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.Timing;
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namespace Content.Server._EE.Shadowling;
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/// <summary>
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/// This handles healing or dealing damage to an entity that is standing on a lighted area.
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/// </summary>
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public sealed class LightDetectionDamageModifierSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightDetectionDamageModifierComponent, ComponentStartup>(OnComponentStartup);
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}
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightDetectionDamageModifierComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (!TryComp<LightDetectionComponent>(uid, out var lightDet))
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continue;
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if (comp.ShowAlert)
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{
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Dirty(uid, comp);
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_alerts.ShowAlert(uid, comp.AlertProto);
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}
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if (_timing.CurTime < comp.NextUpdate)
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continue;
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if (lightDet.IsOnLight)
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{
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comp.DetectionValue -= comp.DetectionValueFactor;
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if (comp.DetectionValue <= 0)
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comp.DetectionValue = 0;
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}
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else
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{
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comp.DetectionValue += comp.DetectionValueFactor;
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if (comp.DetectionValue >= comp.DetectionValueMax)
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comp.DetectionValue = comp.DetectionValueMax;
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}
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if (comp.DetectionValue <= 0 && comp.TakeDamageOnLight)
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{
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// Take Damage
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if (_timing.CurTime >= comp.NextUpdateDamage)
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{
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// Prevents from ashing when critical
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if (!_mobState.IsCritical(uid))
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{
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_damageable.TryChangeDamage(uid, comp.DamageToDeal * comp.ResistanceModifier);
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_audio.PlayPvs(
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new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/energy_meat1.ogg"),
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uid,
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AudioParams.Default.WithVolume(-2f));
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comp.NextUpdateDamage = _timing.CurTime + comp.DamageInterval;
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}
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}
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}
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else if (comp.DetectionValue >= comp.DetectionValueMax && comp.HealOnShadows)
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{
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// Heal Damage
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if (_timing.CurTime >= comp.NextUpdateHeal)
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{
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_damageable.TryChangeDamage(uid, comp.DamageToHeal);
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comp.NextUpdateHeal = _timing.CurTime + comp.HealInterval;
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}
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}
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comp.NextUpdate = _timing.CurTime + comp.UpdateInterval;
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}
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}
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private void OnComponentStartup(
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EntityUid uid,
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LightDetectionDamageModifierComponent component,
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ComponentStartup args
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)
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{
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component.NextUpdate = _timing.CurTime;
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component.NextUpdateDamage = _timing.CurTime;
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component.NextUpdateHeal = _timing.CurTime;
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component.DetectionValue = component.DetectionValueMax;
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}
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public void AddResistance(float amount, EntityUid uid, LightDetectionDamageModifierComponent component)
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{
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component.ResistanceModifier += amount;
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}
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}
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