Files
wwdpublic/Content.Server/_EE/Nightmare/Systems/NightmareSystem.cs
Spatison bee3125947 [Tweak] Blood Cult (#859)
* commit

* commit

* commit

* commit

* fuck

* cockmit

* fix

* fix Yaml

* test fix
2025-10-12 00:53:06 +03:00

89 lines
3.0 KiB
C#

using Content.Server.Actions;
using Content.Server.Stunnable;
using Content.Shared._EE.Nightmare.Components;
using Content.Shared._EE.Shadowling;
using Content.Shared._EE.Shadowling.Components;
using Content.Shared._White.BloodCult.PhaseShift;
using Content.Shared.Actions;
using Content.Shared.Weapons.Reflect;
namespace Content.Server._EE.Nightmare.Systems;
/// <summary>
/// This handles nightmare logic
/// </summary>
public sealed class NightmareSystem : EntitySystem
{
[Dependency] private readonly ActionsSystem _actionsSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NightmareComponent, ComponentStartup>(OnComponentStartup);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Nightmares reflect shots while in the dark
var nightmare = EntityQueryEnumerator<NightmareComponent>();
while (nightmare.MoveNext(out var uid, out var nightmareComponent))
{
if (!TryComp<LightDetectionComponent>(uid, out var lightDet))
continue;
if (lightDet.IsOnLight && HasComp<PhaseShiftedComponent>(uid))
{
RemComp<PhaseShiftedComponent>(uid);
_stunSystem.TryKnockdown(uid, TimeSpan.FromSeconds(3), false);
_actionsSystem.SetCooldown(nightmareComponent.ActionPlaneShiftEntity, TimeSpan.FromSeconds(3));
}
if (!TryComp<ReflectComponent>(uid, out var reflect))
continue;
if (lightDet.IsOnLight)
{
reflect.ReflectProb = 0f;
}
else
{
reflect.ReflectProb = 1f;
}
}
}
private void OnComponentStartup(EntityUid uid, NightmareComponent component, ComponentStartup args)
{
if (!TryComp<ActionsComponent>(uid, out var actions))
return;
if (TryComp<LesserShadowlingComponent>(uid, out var lesser))
{
_actionsSystem.RemoveAction(uid, lesser.ShadowWalkActionId);
}
if (TryComp<ThrallComponent>(uid, out var thrall) && !HasComp<LesserShadowlingComponent>(uid))
{
_actionsSystem.RemoveAction(uid, thrall.ActionGuiseEntity);
_actionsSystem.RemoveAction(uid, thrall.ActionThrallDarksightEntity);
}
// Shadowling Checks - END
EnsureComp<LightDetectionComponent>(uid);
EnsureComp<LightDetectionDamageModifierComponent>(uid);
EnsureComp<LightEaterUserComponent>(uid);
EnsureComp<ShadowlingPlaneShiftComponent>(uid);
EnsureComp<ReflectComponent>(uid);
_actionsSystem.AddAction(uid, ref component.ActionLightEntity, component.ActionLightEater, component: actions);
_actionsSystem.AddAction(uid, ref component.ActionPlaneShiftEntity, component.ActionPlaneShift, component: actions);
}
}