Files
wwdpublic/Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
GNUtopia 1b5c4cd923 Make Disabilities Permanent + Glasses' Fury (#2327)
# Description

Removes the ability to circumvent the effects of Blindness and
Wheelchair User through surgery. Additionally tweaks glasses to better
counteract nearsightedness and minor eye damage. Most glasses now
mitigate 3 points of eye damage, fully countering the nearsighted
penalty, while jamjars mitigate 3.5 points of eye damage. Also tweaks
the starting amounts of eye damage given by Blindness and Nearsighted.
Blindness gives 8 points of eye damage, up from 6 (this doesn't have any
visual effect but makes glasses worse since visual effects cap at 6
points), and Nearsighted gives 3 points of eye damage, down from 4.

---
<details><summary><h1>Media</h1></summary>
<p>

![Updated Wheelchair User
description](https://github.com/user-attachments/assets/5c97be58-1c07-452e-acaf-9f83290204ed)
![Updated Blindness
description](https://github.com/user-attachments/assets/085676fc-ff25-47fc-a673-fb89d1899a38)
![Blindness being retained after
surgery](https://github.com/user-attachments/assets/1aa6b35a-129e-4965-bf20-85f3c3f4bfa3)
![Inability to walk being retained after
surgery](https://github.com/user-attachments/assets/2f3b9d19-a75f-429d-8c9a-eeb9ee7dd82b)
(i'm trying to walk around after the surgery in the second video,
prommy)
![Blindness being partially remedied by
glasses](https://github.com/user-attachments/assets/14b8191d-d65f-4034-af37-ac331320dabe)
![Shortsighted being fully mitigated with
glasses](https://github.com/user-attachments/assets/81236a50-1898-441e-bbb2-4ae78165fd99)

</p>
</details>

---

# Changelog

🆑
- tweak: Made Wheelchair User and Blindness permanent
- tweak: Made Shortsighted less visually intense
- tweak: Made glasses counteract eye damage better

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 0187c38b3a96220f133281adf311cf259b3f4e50)
2025-05-03 01:38:32 +03:00

71 lines
2.2 KiB
C#

using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Inventory;
namespace Content.Shared.Eye.Blinding.Systems;
public sealed class BlurryVisionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
}
private void OnGetBlur(Entity<VisionCorrectionComponent> glasses, ref InventoryRelayedEvent<GetBlurEvent> args)
{
args.Args.Blur += glasses.Comp.VisionBonus;
args.Args.CorrectionPower *= glasses.Comp.CorrectionPower;
}
public void UpdateBlurMagnitude(Entity<BlindableComponent?> ent)
{
if (!Resolve(ent.Owner, ref ent.Comp, false))
return;
var ev = new GetBlurEvent(ent.Comp.EyeDamage);
RaiseLocalEvent(ent, ev);
var blur = Math.Clamp(ev.Blur, 0, BlurryVisionComponent.MaxMagnitude);
///if (blur <= 0)
///{
/// RemCompDeferred<BlurryVisionComponent>(ent);
/// return;
///}
/// this makes prediction freak out when you put on glasses
var blurry = EnsureComp<BlurryVisionComponent>(ent);
blurry.Magnitude = blur;
blurry.CorrectionPower = ev.CorrectionPower;
Dirty(ent, blurry);
}
private void OnGlassesEquipped(Entity<VisionCorrectionComponent> glasses, ref GotEquippedEvent args)
{
UpdateBlurMagnitude(args.Equipee);
}
private void OnGlassesUnequipped(Entity<VisionCorrectionComponent> glasses, ref GotUnequippedEvent args)
{
UpdateBlurMagnitude(args.Equipee);
}
}
public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
{
public readonly float BaseBlur;
public float Blur;
public float CorrectionPower = BlurryVisionComponent.DefaultCorrectionPower;
public GetBlurEvent(float blur)
{
Blur = blur;
BaseBlur = blur;
}
public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
}