Blindness, Narcolepsy, Pacifism, and uncontrollable sneezing (#11489)
* start work * blindness actually works now * doc * doc you too. * i desire to sneeze my lungs out * no punchie * s Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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22
Content.Server/Traits/Assorted/NarcolepsyComponent.cs
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Content.Server/Traits/Assorted/NarcolepsyComponent.cs
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for the narcolepsy trait.
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/// </summary>
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[RegisterComponent, Access(typeof(NarcolepsySystem))]
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public sealed class NarcolepsyComponent : Component
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{
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/// <summary>
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/// The random time between incidents, (min, max).
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/// </summary>
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[DataField("timeBetweenIncidents", required: true)]
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public Vector2 TimeBetweenIncidents { get; }
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/// <summary>
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/// The duration of incidents, (min, max).
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/// </summary>
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[DataField("durationOfIncident", required: true)]
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public Vector2 DurationOfIncident { get; }
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public float NextIncidentTime;
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}
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53
Content.Server/Traits/Assorted/NarcolepsySystem.cs
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Content.Server/Traits/Assorted/NarcolepsySystem.cs
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using Content.Shared.Bed.Sleep;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Random;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
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/// </summary>
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public sealed class NarcolepsySystem : EntitySystem
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{
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private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<NarcolepsyComponent, ComponentStartup>(SetupNarcolepsy);
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}
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private void SetupNarcolepsy(EntityUid uid, NarcolepsyComponent component, ComponentStartup args)
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{
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component.NextIncidentTime =
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_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var narcolepsy in EntityQuery<NarcolepsyComponent>())
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{
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narcolepsy.NextIncidentTime -= frameTime;
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if (narcolepsy.NextIncidentTime >= 0)
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continue;
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// Set the new time.
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narcolepsy.NextIncidentTime +=
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_random.NextFloat(narcolepsy.TimeBetweenIncidents.X, narcolepsy.TimeBetweenIncidents.Y);
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var duration = _random.NextFloat(narcolepsy.DurationOfIncident.X, narcolepsy.DurationOfIncident.Y);
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// Make sure the sleep time doesn't cut into the time to next incident.
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narcolepsy.NextIncidentTime += duration;
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_statusEffects.TryAddStatusEffect<ForcedSleepingComponent>(narcolepsy.Owner, StatusEffectKey,
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TimeSpan.FromSeconds(duration), false);
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}
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}
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}
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10
Content.Server/Traits/Assorted/PacifistComponent.cs
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Content.Server/Traits/Assorted/PacifistComponent.cs
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for enforcing pacifism.
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/// </summary>
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[RegisterComponent]
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public sealed class PacifistComponent : Component
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{
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}
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17
Content.Server/Traits/Assorted/PacifistSystem.cs
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Content.Server/Traits/Assorted/PacifistSystem.cs
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using Content.Shared.CombatMode.Pacification;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles enforced pacifism.
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/// </summary>
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public sealed class PacifistSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in EntityQuery<PacifistComponent>())
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{
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EnsureComp<PacifiedComponent>(comp.Owner); // It's a status effect so just enforce it.
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}
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}
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}
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using Robust.Shared.Audio;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for the occasional sneeze or cough.
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/// </summary>
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[RegisterComponent]
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public sealed class UncontrollableSnoughComponent : Component
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{
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/// <summary>
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/// Message to play when snoughing.
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/// </summary>
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[DataField("snoughMessage")] public string SnoughMessage = "disease-sneeze";
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/// <summary>
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/// Sound to play when snoughing.
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/// </summary>
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[DataField("snoughSound")] public SoundSpecifier? SnoughSound;
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/// <summary>
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/// The random time between incidents, (min, max).
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/// </summary>
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[DataField("timeBetweenIncidents", required: true)]
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public Vector2 TimeBetweenIncidents { get; }
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public float NextIncidentTime;
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}
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52
Content.Server/Traits/Assorted/UncontrollableSnoughSystem.cs
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Content.Server/Traits/Assorted/UncontrollableSnoughSystem.cs
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using Content.Server.Disease;
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using Content.Shared.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles making people randomly cough/sneeze without a disease.
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/// </summary>
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public sealed class UncontrollableSnoughSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<UncontrollableSnoughComponent, ComponentStartup>(SetupSnough);
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}
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private void SetupSnough(EntityUid uid, UncontrollableSnoughComponent component, ComponentStartup args)
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{
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component.NextIncidentTime =
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_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var snough in EntityQuery<UncontrollableSnoughComponent>())
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{
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snough.NextIncidentTime -= frameTime;
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if (snough.NextIncidentTime >= 0)
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continue;
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// Set the new time.
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snough.NextIncidentTime +=
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_random.NextFloat(snough.TimeBetweenIncidents.X, snough.TimeBetweenIncidents.Y);
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if (snough.SnoughSound != null)
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_audioSystem.PlayPvs(snough.SnoughSound, snough.Owner);
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_diseaseSystem.SneezeCough(snough.Owner, null, snough.SnoughMessage, false);
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}
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}
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}
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@@ -104,6 +104,8 @@ namespace Content.Shared.Eye.Blinding
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}
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blindable.Sources = Math.Max(blindable.Sources, 0);
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Dirty(blindable);
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}
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public void AdjustEyeDamage(EntityUid uid, bool add, BlindableComponent? blindable = null)
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using Robust.Shared.GameStates;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// This is used for making something blind forever.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class PermanentBlindnessComponent : Component
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{
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}
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41
Content.Shared/Traits/Assorted/PermanentBlindnessSystem.cs
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Content.Shared/Traits/Assorted/PermanentBlindnessSystem.cs
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.IdentityManagement;
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using Robust.Shared.Network;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// This handles permanent blindness, both the examine and the actual effect.
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/// </summary>
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public sealed class PermanentBlindnessSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedBlindingSystem _blinding = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PermanentBlindnessComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<PermanentBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<PermanentBlindnessComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(EntityUid uid, PermanentBlindnessComponent component, ExaminedEvent args)
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{
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if (args.IsInDetailsRange && !_net.IsClient)
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{
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args.PushMarkup(Loc.GetString("permanent-blindness-trait-examined", ("target", Identity.Entity(uid, EntityManager))));
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}
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}
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private void OnShutdown(EntityUid uid, PermanentBlindnessComponent component, ComponentShutdown args)
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{
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_blinding.AdjustBlindSources(uid, false);
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}
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private void OnStartup(EntityUid uid, PermanentBlindnessComponent component, ComponentStartup args)
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{
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_blinding.AdjustBlindSources(uid, true);
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}
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}
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1
Resources/Locale/en-US/traits/traits.ftl
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1
Resources/Locale/en-US/traits/traits.ftl
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permanent-blindness-trait-examined = [color=lightblue]{CAPITALIZE(POSS-ADJ($target))} eyes are glassy and unfocused. It doesn't seem like {SUBJECT($target)} can see you.[/color]
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19
Resources/Prototypes/Traits/disabilities.yml
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Resources/Prototypes/Traits/disabilities.yml
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- type: trait
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id: Blindness
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name: Blindness
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components:
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- type: PermanentBlindness
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- type: trait
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id: Narcolepsy
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name: Narcolepsy
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components:
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- type: Narcolepsy
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timeBetweenIncidents: 300, 600
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durationOfIncident: 10, 30
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- type: trait
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id: Pacifist
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name: Pacifist
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components:
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- type: Pacifist
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10
Resources/Prototypes/Traits/inconveniences.yml
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10
Resources/Prototypes/Traits/inconveniences.yml
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- type: trait
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id: UncontrollableSneezing
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name: Runny nose
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components:
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- type: UncontrollableSnough
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snoughSound:
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collection: Sneezes
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params:
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variation: 0.2
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timeBetweenIncidents: 0.3, 300
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