Files
wwdpublic/Content.Shared/_EE/Shadowling/Components/LightDetectionDamageModifierComponent.cs
Lumminal 16ea61f52f Shadowling Antagonist (SS13 Port and Remake) (#2207)
<!--
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>
2025-07-20 12:05:11 +10:00

119 lines
3.1 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Damage;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared._EE.Shadowling.Components;
/// <summary>
/// Component that indicates a user should take damage or heal damage based on the light detection system
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class LightDetectionDamageModifierComponent : Component
{
/// <summary>
/// Max Detection Value
/// </summary>
[DataField, AutoNetworkedField]
public float DetectionValueMax = 5f;
/// <summary>
/// If this reaches 0, the entity will start taking damage.
/// If it is max, the entity will heal damage (if specified)
/// </summary>
[DataField, AutoNetworkedField]
public float DetectionValue;
/// <summary>
/// Indicates whether the user should take damage on light
/// </summary>
[DataField]
public bool TakeDamageOnLight = true;
/// <summary>
/// Indicates whether the user should heal if not on light
/// </summary>
[DataField]
public bool HealOnShadows = true;
[DataField]
public TimeSpan NextUpdate = TimeSpan.Zero;
/// <summary>
/// How often to decrease the DetectionValue.
///
/// Example:
/// If a shadowling is standing on light, and this is 1f, and DetectionTimerDecreaseFactor is 1f then
/// it will take 5 seconds (considering DetectionValue is 5f) for the entity to start taking damage.
/// </summary>
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(0.5f);
[DataField]
public float DetectionValueFactor = 0.5f;
/// <summary>
/// How often the entity will take damage
/// </summary>
[DataField]
public TimeSpan DamageInterval = TimeSpan.FromSeconds(5f);
[DataField]
public TimeSpan NextUpdateDamage = TimeSpan.Zero;
/// <summary>
/// How often the entity will heal damage
/// </summary>
[DataField]
public TimeSpan HealInterval = TimeSpan.FromSeconds(3f);
[DataField]
public TimeSpan NextUpdateHeal = TimeSpan.Zero;
/// <summary>
/// For shadowlings (Light Resistance)
/// </summary>
[DataField]
public float ResistanceModifier = 1;
/// <summary>
/// How much damage to deal to the entity.
/// Shadowlings will have Light Resistance, so this will get affected by that.
/// </summary>
[DataField]
public DamageSpecifier DamageToDeal = new()
{
DamageDict = new()
{
["Heat"] = 15,
}
};
[DataField]
public DamageSpecifier DamageToHeal = new()
{
DamageDict = new()
{
["Blunt"] = -15,
["Slash"] = -15,
["Piercing"] = -15,
["Heat"] = -15,
["Cold"] = -15,
["Shock"] = -15,
["Asphyxiation"] = -15,
["Bloodloss"] = -15,
["Poison"] = -15,
}
};
[DataField]
public ProtoId<AlertPrototype> AlertProto = "ShadowlingLight";
[DataField]
public bool ShowAlert = true;
}