Files
wwdpublic/Content.Server/_EE/Shadowling/ShadowlingSystem.Abilities.cs
Lumminal 16ea61f52f Shadowling Antagonist (SS13 Port and Remake) (#2207)
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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

51 lines
1.4 KiB
C#

using Content.Server.Storage.Components;
using Content.Shared._EE.Shadowling;
using Content.Shared.Inventory;
namespace Content.Server._EE.Shadowling;
/// <summary>
/// This handles only the Hatching Ability
/// </summary>
public sealed partial class ShadowlingSystem
{
public void SubscribeAbilities()
{
SubscribeLocalEvent<ShadowlingComponent, HatchEvent>(OnHatch);
}
# region Hatch
private void OnHatch(EntityUid uid, ShadowlingComponent comp, HatchEvent args)
{
_actions.RemoveAction(uid, args.Action);
StartHatchingProgress(uid, comp);
}
private void StartHatchingProgress(EntityUid uid, ShadowlingComponent comp)
{
comp.IsHatching = true;
// Drop all items
if (TryComp<InventoryComponent>(uid, out var inv))
{
foreach (var slot in inv.Slots)
_inventorySystem.DropSlotContents(uid, slot.Name, inv);
}
var egg = SpawnAtPosition(comp.Egg, Transform(uid).Coordinates);
if (TryComp<HatchingEggComponent>(egg, out var eggComp) &&
TryComp<EntityStorageComponent>(egg, out var eggStorage))
{
eggComp.ShadowlingInside = uid;
_entityStorage.Insert(uid, egg, eggStorage);
}
// It should be noted that Shadowling shouldn't be able to take damage during this process.
}
#endregion
}