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<!-- 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>
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using Content.Client.Alerts;
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using Content.Client.UserInterface.Systems.Alerts.Controls;
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using Content.Shared._EE.Shadowling.Systems;
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using Content.Shared._EE.Shadowling;
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using Content.Shared._EE.Shadowling.Components;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Client._EE.Shadowling;
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/// <summary>
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/// This handles status icons for slings and thralls
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/// This also handles alerts
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/// </summary>
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public sealed class ShadowlingSystem : SharedShadowlingSystem
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{
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private const int StateNormalizerSling = 9;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThrallComponent, GetStatusIconsEvent>(GetThrallIcon);
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SubscribeLocalEvent<LightDetectionDamageModifierComponent, UpdateAlertSpriteEvent>(OnUpdateAlert);
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SubscribeLocalEvent<ShadowlingComponent, GetStatusIconsEvent>(GetShadowlingIcon);
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}
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private void OnUpdateAlert(Entity<LightDetectionDamageModifierComponent> ent, ref UpdateAlertSpriteEvent args)
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{
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if (args.Alert.ID != ent.Comp.AlertProto)
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return;
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var sprite = args.SpriteViewEnt.Comp;
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var normalized = (int)( (ent.Comp.DetectionValue / ent.Comp.DetectionValueMax) * StateNormalizerSling );
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normalized = Math.Clamp(normalized, 0, StateNormalizerSling);
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sprite.LayerSetState(AlertVisualLayers.Base, $"{normalized}");
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}
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private void GetThrallIcon(Entity<ThrallComponent> ent, ref GetStatusIconsEvent args)
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{
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if (HasComp<ShadowlingComponent>(ent))
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return;
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if (_prototype.TryIndex(ent.Comp.StatusIcon, out var iconPrototype))
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args.StatusIcons.Add(iconPrototype);
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}
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private void GetShadowlingIcon(Entity<ShadowlingComponent> ent, ref GetStatusIconsEvent args)
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{
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if (_prototype.TryIndex(ent.Comp.StatusIcon, out var iconPrototype))
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args.StatusIcons.Add(iconPrototype);
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}
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}
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