Files
wwdpublic/Content.Client/Overlays/Switchable/NightVisionSystem.cs
Piras314 cf247d1e4e Fix Night Vision (#1554)
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# Description

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Fixes the bug where you could put a mouse on your head and get free
night vision. This works by adding a bool to the
SwitchableVisionOverlayComponent `IsEquipment` that will be checked for
before granting the thermal/night vision action. Port of
https://github.com/Goob-Station/Goob-Station/pull/1448

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<details><summary><h1>Media</h1></summary>
<p>

No night vision with the mouse on your head:

![image](https://github.com/user-attachments/assets/ccde942c-7f08-405f-9215-b904e0d4dd6a)

Goggles still work:

![image](https://github.com/user-attachments/assets/a7c7e0f4-b49b-4255-86e3-511441234f02)

</p>
</details>

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# Changelog

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🆑 Piras314, Aviu
- fix: Fixed being able to get night vision from putting a mouse on your
head.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 03b7a8a6bfbbc13bc9b7bd27fe414086500592be)
2025-01-15 23:55:38 +03:00

109 lines
3.1 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
namespace Content.Client.Overlays.Switchable;
public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);
_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
}
protected override void OnRefreshComponentHud(EntityUid uid,
NightVisionComponent component,
RefreshEquipmentHudEvent<NightVisionComponent> args)
{
if (component.IsEquipment)
return;
base.OnRefreshComponentHud(uid, component, args);
}
protected override void OnRefreshEquipmentHud(EntityUid uid,
NightVisionComponent component,
InventoryRelayedEvent<RefreshEquipmentHudEvent<NightVisionComponent>> args)
{
if (!component.IsEquipment)
return;
base.OnRefreshEquipmentHud(uid, component, args);
}
private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args)
{
base.UpdateInternal(args);
var active = false;
NightVisionComponent? nvComp = null;
foreach (var comp in args.Components)
{
if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime)
active = true;
else
continue;
if (comp.DrawOverlay)
{
if (nvComp == null)
nvComp = comp;
else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f)
nvComp = comp;
}
if (active && nvComp is { PulseTime: <= 0 })
break;
}
UpdateNightVision(active);
UpdateOverlay(nvComp);
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
UpdateNightVision(false);
UpdateOverlay(null);
}
private void UpdateNightVision(bool active)
{
_lightManager.DrawLighting = !active;
}
private void UpdateOverlay(NightVisionComponent? nvComp)
{
_overlay.Comp = nvComp;
switch (nvComp)
{
case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>():
_overlayMan.AddOverlay(_overlay);
break;
case null:
_overlayMan.RemoveOverlay(_overlay);
break;
}
if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay))
overlay.IsActive = nvComp == null;
}
}