Flash overlay rework and bugfixes (#27369)
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@@ -9,18 +9,17 @@ using Content.Shared.Charges.Systems;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Flash;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Tag;
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using Content.Shared.Traits.Assorted;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.StatusEffect;
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using Content.Shared.Examine;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
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namespace Content.Server.Flash
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@@ -31,14 +30,14 @@ namespace Content.Server.Flash
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedChargesSystem _charges = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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public override void Initialize()
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{
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@@ -46,7 +45,7 @@ namespace Content.Server.Flash
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SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
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// ran before toggling light for extra-bright lantern
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SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new []{ typeof(HandheldLightSystem) });
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SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new[] { typeof(HandheldLightSystem) });
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SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
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SubscribeLocalEvent<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt);
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SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
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@@ -114,19 +113,35 @@ namespace Content.Server.Flash
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float flashDuration,
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float slowTo,
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bool displayPopup = true,
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FlashableComponent? flashable = null,
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bool melee = false,
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TimeSpan? stunDuration = null)
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{
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if (!Resolve(target, ref flashable, false))
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return;
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var attempt = new FlashAttemptEvent(target, user, used);
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RaiseLocalEvent(target, attempt, true);
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if (attempt.Cancelled)
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return;
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// don't paralyze, slowdown or convert to rev if the target is immune to flashes
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if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, TimeSpan.FromSeconds(flashDuration / 1000f), true))
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return;
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if (stunDuration != null)
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{
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_stun.TryParalyze(target, stunDuration.Value, true);
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}
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else
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{
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_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration / 1000f), true,
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slowTo, slowTo);
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}
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if (displayPopup && user != null && target != user && Exists(user.Value))
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{
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_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
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("user", Identity.Entity(user.Value, EntityManager))), target, target);
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}
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if (melee)
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{
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var ev = new AfterFlashedEvent(target, user, used);
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@@ -135,48 +150,31 @@ namespace Content.Server.Flash
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if (used != null)
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RaiseLocalEvent(used.Value, ref ev);
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}
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flashable.LastFlash = _timing.CurTime;
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flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
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Dirty(target, flashable);
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if (stunDuration != null)
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{
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_stun.TryParalyze(target, stunDuration.Value, true);
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}
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else
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{
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_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
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slowTo, slowTo);
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}
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if (displayPopup && user != null && target != user && Exists(user.Value))
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{
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_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
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("user", Identity.Entity(user.Value, EntityManager))), target, target);
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}
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}
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public void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
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{
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var transform = Transform(source);
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var mapPosition = _transform.GetMapCoordinates(transform);
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var flashableQuery = GetEntityQuery<FlashableComponent>();
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var statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
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var damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
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foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
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{
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if (!_random.Prob(probability))
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continue;
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if (!flashableQuery.TryGetComponent(entity, out var flashable))
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// Is the entity affected by the flash either through status effects or by taking damage?
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if (!statusEffectsQuery.HasComponent(entity) && !damagedByFlashingQuery.HasComponent(entity))
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continue;
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// Check for unobstructed entities while ignoring the mobs with flashable components.
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if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, flashable.CollisionGroup, predicate: (e) => flashableQuery.HasComponent(e) || e == source.Owner))
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// Check for entites in view
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// put damagedByFlashingComponent in the predicate because shadow anomalies block vision.
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if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => damagedByFlashingQuery.HasComponent(e)))
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continue;
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// They shouldn't have flash removed in between right?
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Flash(entity, user, source, duration, slowTo, displayPopup, flashableQuery.GetComponent(entity));
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Flash(entity, user, source, duration, slowTo, displayPopup);
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}
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_audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
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@@ -195,13 +193,15 @@ namespace Content.Server.Flash
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private void OnFlashImmunityFlashAttempt(EntityUid uid, FlashImmunityComponent component, FlashAttemptEvent args)
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{
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if(component.Enabled)
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if (component.Enabled)
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args.Cancel();
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}
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private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
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{
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args.Cancel();
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// check for total blindness
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if (component.Blindness == 0)
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args.Cancel();
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}
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private void OnTemporaryBlindnessFlashAttempt(EntityUid uid, TemporaryBlindnessComponent component, FlashAttemptEvent args)
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@@ -210,6 +210,10 @@ namespace Content.Server.Flash
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}
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}
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/// <summary>
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/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
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/// Raised on the target hit by the flash, the user of the flash and the flash used.
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/// </summary>
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public sealed class FlashAttemptEvent : CancellableEntityEventArgs
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{
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public readonly EntityUid Target;
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@@ -224,8 +228,8 @@ namespace Content.Server.Flash
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}
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}
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/// <summary>
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/// Called after a flash is used via melee on another person to check for rev conversion.
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/// Raised on the user of the flash, the target hit by the flash, and the flash used.
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/// Called after a flash is used via melee on another person to check for rev conversion.
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/// Raised on the target hit by the flash, the user of the flash and the flash used.
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/// </summary>
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[ByRefEvent]
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public readonly struct AfterFlashedEvent
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@@ -241,6 +245,4 @@ namespace Content.Server.Flash
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Used = used;
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}
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}
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}
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