Adds new "Short-Sighted" trait! (#26037)
* initial commit * blindness trait now uses minDamage as suggested by deathride * made fixes for review for shortsightedness * review appeasal * removed PermanentPoorVision & merged its functionality into PermanentBlindness
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@@ -18,15 +18,14 @@ public sealed class PermanentBlindnessSystem : EntitySystem
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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, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PermanentBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<PermanentBlindnessComponent, EyeDamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<PermanentBlindnessComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(Entity<PermanentBlindnessComponent> blindness, ref ExaminedEvent args)
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{
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if (args.IsInDetailsRange && !_net.IsClient)
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if (args.IsInDetailsRange && !_net.IsClient && blindness.Comp.Blindness == 0)
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{
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args.PushMarkup(Loc.GetString("permanent-blindness-trait-examined", ("target", Identity.Entity(blindness, EntityManager))));
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}
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@@ -37,28 +36,17 @@ public sealed class PermanentBlindnessSystem : EntitySystem
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_blinding.UpdateIsBlind(blindness.Owner);
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}
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private void OnStartup(Entity<PermanentBlindnessComponent> blindness, ref ComponentStartup args)
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private void OnMapInit(Entity<PermanentBlindnessComponent> blindness, ref MapInitEvent args)
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{
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if (!_entityManager.TryGetComponent<BlindableComponent>(blindness, out var blindable))
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return;
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var damageToDeal = (int) BlurryVisionComponent.MaxMagnitude - blindable.EyeDamage;
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if (damageToDeal <= 0)
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return;
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_blinding.AdjustEyeDamage(blindness.Owner, damageToDeal);
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}
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private void OnDamageChanged(Entity<PermanentBlindnessComponent> blindness, ref EyeDamageChangedEvent args)
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{
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if (args.Damage >= BlurryVisionComponent.MaxMagnitude)
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return;
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if (!_entityManager.TryGetComponent<BlindableComponent>(blindness, out var blindable))
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return;
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var damageRestoration = (int) BlurryVisionComponent.MaxMagnitude - args.Damage;
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_blinding.AdjustEyeDamage(blindness.Owner, damageRestoration);
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if (blindness.Comp.Blindness != 0)
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_blinding.SetMinDamage(new Entity<BlindableComponent?>(blindness.Owner, blindable), blindness.Comp.Blindness);
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else
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{
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var maxMagnitudeInt = (int) BlurryVisionComponent.MaxMagnitude;
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_blinding.SetMinDamage(new Entity<BlindableComponent?>(blindness.Owner, blindable), maxMagnitudeInt);
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}
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}
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}
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