Files
wwdpublic/Content.Server/Flash/FlashSystem.cs
Timfa 63773c7218 Revolutionary Manifesto (#1878)
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# Description

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With protection against flashes a bit more easily obtainable than before
(welding masks, sunglasses, engineering goggles, cyber eye traits, etc.)
and having thought about this idea before, I'd like to do a quick poll
on an idea I've had and would be willing to implement:
Instead of a Flash, give HeadRevolutionaries a Manifesto. They use this
(with a short doafter) on a person to convert them, spouting Rev
Ideology at them as the doafter runs. This will only be blockable by
* Mindshields
* Not being an intelligent creature

As a side-effect, Epistemics won't necessarily be the Prime First Target
to Rev anymore. Unless they want more books and they're in the library.

A head revolutionary will spawn with this book. It may also be found in
maintenance or bookshelves, though this is not common. This is to ensure
that _having_ the book does not immediately out you as a revolutionary.

The book has no charges, as opposed to flashes. This is balanced out by
the fact that you audibly spout revolutionary ideology and propaganda at
a target and that it takes a few seconds to do the conversion.

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<details><summary><h1>Media</h1></summary>
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https://github.com/user-attachments/assets/089d707b-9178-45b1-a38a-99f06ae5d9b1

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# Changelog

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🆑
- tweak: Changed the way Revolutionaries convert people. Instead of
flashes, they now use the Revolutionary Manifesto to 'persuade' new
conspirators. This has a small delay (three seconds) and will make you
speak propaganda at the target. Note that the book itself is not
contraband, and may also be found in other places. Only a Head
Revolutionary will be able to make use of its persuasive power,
however...

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a new in-game item—the Revolutionary Manifesto—which
replaces previous flash-based conversion tools. It features distinctive
visual design and sound effects.
- Added a new method for sending in-game chat messages to all users,
enhancing communication capabilities.

- **Gameplay Updates**
- Head Revolutionary roles now convert others using the manifesto, with
updated narrative text, motivational speeches, and revised starting
gear.

- **Communication Enhancements**
- Improved in-game messaging systems streamline chat interactions for a
smoother experience.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 4f4c5be744332ba03245de0a5da8fd36255855f5)
2025-03-08 14:51:36 +03:00

299 lines
12 KiB
C#

using System.Linq;
using Content.Server._White.Flash;
using Content.Server._White.Hearing;
using Content.Server.Flash.Components;
using Content.Shared.Flash.Components;
using Content.Server.Light.EntitySystems;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Physics;
using Content.Shared.Tag;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
using Content.Shared.Traits.Assorted.Components;
using Robust.Shared.Random;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Standing;
namespace Content.Server.Flash
{
internal sealed class FlashSystem : SharedFlashSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedChargesSystem _charges = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BlindableSystem _blindingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
// ran before toggling light for extra-bright lantern
SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new []{ typeof(HandheldLightSystem) });
SubscribeLocalEvent<FlashComponent, ThrowDoHitEvent>(OnFlashThrowHitEvent);
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
SubscribeLocalEvent<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt);
SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
}
private void OnFlashMeleeHit(EntityUid uid, FlashComponent comp, MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
!UseFlash(uid, comp))
return;
args.Handled = true;
foreach (var e in args.HitEntities)
{
Flash(e, args.User, uid, comp.FlashDuration, comp.SlowTo, melee: true, stunDuration: comp.MeleeStunDuration);
}
}
private void OnFlashUseInHand(EntityUid uid, FlashComponent comp, UseInHandEvent args)
{
if (args.Handled || !UseFlash(uid, comp))
return;
args.Handled = true;
FlashArea(uid, args.User, comp.Range, comp.AoeFlashDuration, comp.SlowTo, true, comp.Probability);
}
private void OnFlashThrowHitEvent(EntityUid uid, FlashComponent comp, ThrowDoHitEvent args)
{
if (!UseFlash(uid, comp))
return;
FlashArea(uid, args.User, comp.Range, comp.AoeFlashDuration, comp.SlowTo, false, comp.Probability);
}
private bool UseFlash(EntityUid uid, FlashComponent comp)
{
if (comp.Flashing)
return false;
TryComp<LimitedChargesComponent>(uid, out var charges);
if (_charges.IsEmpty(uid, charges))
return false;
_charges.UseCharge(uid, charges);
_audio.PlayPvs(comp.Sound, uid);
comp.Flashing = true;
_appearance.SetData(uid, FlashVisuals.Flashing, true);
if (_charges.IsEmpty(uid, charges))
{
_appearance.SetData(uid, FlashVisuals.Burnt, true);
_tag.AddTag(uid, "Trash");
_popup.PopupEntity(Loc.GetString("flash-component-becomes-empty"), uid);
}
uid.SpawnTimer(400, () =>
{
_appearance.SetData(uid, FlashVisuals.Flashing, false);
comp.Flashing = false;
});
return true;
}
public void Flash(EntityUid target,
EntityUid? user,
EntityUid? used,
float flashDuration,
float slowTo,
bool displayPopup = true,
FlashableComponent? flashable = null,
bool melee = false,
TimeSpan? stunDuration = null)
{
if (!Resolve(target, ref flashable, false))
return;
// WWDP-Start
if (TryComp<FlashModifierComponent>(target, out var flashModifier))
{
flashDuration *= flashModifier.Modifier;
}
// WWDP-End
var attempt = new FlashAttemptEvent(target, user, used);
RaiseLocalEvent(target, attempt, true);
if (attempt.Cancelled)
return;
if (melee)
{
var ev = new AfterFlashedEvent(target, user, used);
if (user != null)
RaiseLocalEvent(user.Value, ref ev);
if (used != null)
RaiseLocalEvent(used.Value, ref ev);
}
flashDuration *= flashable.DurationMultiplier;
flashable.LastFlash = _timing.CurTime;
flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
Dirty(target, flashable);
if (HasComp<HearingComponent>(target))
{
var deafen = new HearingChangedEvent(target, false, false, flashDuration / 1000f, "deaf-chat-message-flashbanged");
RaiseLocalEvent(target, deafen);
}
if (TryComp<BlindableComponent>(target, out var blindable)
&& !blindable.IsBlind
&& _random.Prob(flashable.EyeDamageChance))
_blindingSystem.AdjustEyeDamage((target, blindable), flashable.EyeDamage);
if (stunDuration != null)
{
_stun.TryParalyze(target, stunDuration.Value, true);
}
else
{
_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
slowTo, slowTo);
}
if (displayPopup && user != null && target != user && Exists(user.Value))
{
_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
("user", Identity.Entity(user.Value, EntityManager))), target, target);
}
}
// WD EDIT START
private void FlashStun(EntityUid target, float stunDuration, float knockdownDuration, float distance, float range)
{
if (stunDuration <= 0 && knockdownDuration <= 0)
return;
if (TryComp<FlashSoundSuppressionComponent>(target, out var suppression))
range = MathF.Min(range, suppression.MaxRange);
var ev = new FlashbangedEvent(range);
RaiseLocalEvent(target, ev);
range = MathF.Min(range, ev.MaxRange);
if (range <= 0f)
return;
if (distance < 0f)
distance = 0f;
if (distance > range)
return;
var knockdownTime = float.Lerp(knockdownDuration, 0f, distance / range);
if (knockdownTime > 0f)
_stun.TryKnockdown(target, TimeSpan.FromSeconds(knockdownTime), true, DropHeldItemsBehavior.DropIfStanding);
var stunTime = float.Lerp(stunDuration, 0f, distance / range);
if (stunTime > 0f)
_stun.TryStun(target, TimeSpan.FromSeconds(stunTime), true);
}
// WD EDIT END
public void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null, float stunTime = 0f, float knockdownTime = 0f) // WD EDIT
{
var transform = Transform(source);
var mapPosition = _transform.GetMapCoordinates(transform);
var flashableQuery = GetEntityQuery<FlashableComponent>();
foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
{
if (!_random.Prob(probability))
continue;
if (!flashableQuery.TryGetComponent(entity, out var flashable))
continue;
// Check for unobstructed entities while ignoring the mobs with flashable components.
if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, flashable.CollisionGroup, predicate: (e) => flashableQuery.HasComponent(e) || e == source.Owner))
continue;
// They shouldn't have flash removed in between right?
Flash(entity, user, source, duration, slowTo, displayPopup, flashableQuery.GetComponent(entity));
// WD EDIT START
var distance = (mapPosition.Position - _transform.GetMapCoordinates(entity).Position).Length();
FlashStun(entity, stunTime, knockdownTime, distance, range);
// WD EDIT END
}
_audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
}
private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
{
foreach (var slot in new[] { "head", "eyes", "mask" })
{
if (args.Cancelled)
break;
if (_inventory.TryGetSlotEntity(uid, slot, out var item, component))
RaiseLocalEvent(item.Value, args, true);
}
}
private void OnFlashImmunityFlashAttempt(EntityUid uid, FlashImmunityComponent component, FlashAttemptEvent args)
{
if(component.Enabled)
args.Cancel();
}
private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
{
args.Cancel();
}
private void OnTemporaryBlindnessFlashAttempt(EntityUid uid, TemporaryBlindnessComponent component, FlashAttemptEvent args)
{
args.Cancel();
}
}
public sealed class FlashAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid Target;
public readonly EntityUid? User;
public readonly EntityUid? Used;
public FlashAttemptEvent(EntityUid target, EntityUid? user, EntityUid? used)
{
Target = target;
User = user;
Used = used;
}
}
}