Files
wwdpublic/Content.Server/_EE/Shadowling/Systems/LightDetectionSystem.cs
Lumminal 16ea61f52f Shadowling Antagonist (SS13 Port and Remake) (#2207)
<!--
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>
2025-07-20 12:05:11 +10:00

107 lines
3.3 KiB
C#

using Content.Shared._EE.Shadowling.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server._EE.Shadowling;
/// <summary>
/// This system detects if an entity is standing on light.
/// It casts rays from the PointLight to the player.
/// </summary>
public sealed class LightDetectionSystem : EntitySystem
{
/// <inheritdoc/>
[Dependency] private readonly PhysicsSystem _physicsSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightDetectionComponent, ComponentStartup>(OnComponentStartup);
}
private void OnComponentStartup(EntityUid uid, LightDetectionComponent component, ComponentStartup args)
{
component.NextUpdate = _timing.CurTime;
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<LightDetectionComponent>();
while (query.MoveNext(out var uid, out var comp))
{
// Skip dead entities
if (_mobStateSystem.IsDead(uid))
continue;
if (_timing.CurTime < comp.NextUpdate)
continue;
comp.NextUpdate += comp.UpdateInterval;
DetectLight(uid, comp);
}
}
private void DetectLight(EntityUid uid, LightDetectionComponent comp)
{
var xform = EntityManager.GetComponent<TransformComponent>(uid);
var worldPos = _transformSystem.GetWorldPosition(uid);
// We want to avoid this expensive operation if the user has not moved
if ((comp.LastKnownPosition - worldPos).LengthSquared() < 0.01f)
return;
comp.LastKnownPosition = worldPos;
comp.IsOnLight = false;
var query = EntityQueryEnumerator<PointLightComponent>();
while (query.MoveNext(out var point, out var pointLight))
{
if (!pointLight.Enabled)
continue;
var lightPos = _transformSystem.GetWorldPosition(point);
var distance = (lightPos - worldPos).Length();
if (distance <= 0.01f) // So the debug stops crashing
continue;
if (distance > pointLight.Radius)
continue;
var direction = (worldPos - lightPos).Normalized();
var ray = new CollisionRay(lightPos, direction, (int)CollisionGroup.Opaque);
var rayResults = _physicsSystem.IntersectRay(
xform.MapID,
ray,
distance,
point); // todo: remove this once slings get night vision action
var hasBeenBlocked = false;
foreach (var result in rayResults)
{
if (result.HitEntity != uid)
{
hasBeenBlocked = true;
break;
}
}
if (!hasBeenBlocked)
{
comp.IsOnLight = true;
return;
}
}
}
}