mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 21:48:58 +03:00
<!-- 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>
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Content.Client.Flash;
|
|
using Content.Shared._EE.Shadowling;
|
|
using Content.Shared._EE.Shadowling.Components;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Timing;
|
|
|
|
|
|
namespace Content.Client._EE.Shadowling;
|
|
|
|
public sealed class EnthrallSystem : SharedEnthrallSystem
|
|
{
|
|
private EnthrallOverlay _overlay = default!;
|
|
|
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
|
[Dependency] private readonly IOverlayManager _overlayManager = default!;
|
|
/// <inheritdoc/>
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ThrallComponent, ComponentInit>(OnInit);
|
|
|
|
SubscribeLocalEvent<ThrallComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
|
|
SubscribeLocalEvent<ThrallComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
|
|
|
|
_overlay = new();
|
|
}
|
|
|
|
private void OnPlayerAttached(EntityUid uid, ThrallComponent component, LocalPlayerAttachedEvent args)
|
|
{
|
|
_overlayManager.AddOverlay(_overlay);
|
|
}
|
|
|
|
private void OnPlayerDetached(EntityUid uid, ThrallComponent component, LocalPlayerDetachedEvent args)
|
|
{
|
|
_overlayManager.RemoveOverlay(_overlay);
|
|
}
|
|
|
|
private void OnInit(EntityUid uid, ThrallComponent component, ComponentInit init)
|
|
{
|
|
if (_playerManager.LocalEntity == uid)
|
|
{
|
|
if (EntityManager.HasComponent<LesserShadowlingComponent>(uid))
|
|
return;
|
|
|
|
_overlay.ReceiveEnthrall(5f);
|
|
_overlayManager.AddOverlay(_overlay);
|
|
}
|
|
}
|
|
}
|