telescreen and television require vision + Move eye to shared (#30260)

* telescreen and television require vision

* Move Content.Server.Eye to Shared

* fix popups

* Filthy
This commit is contained in:
Cojoke
2024-07-22 21:33:41 -05:00
committed by GitHub
parent 851a0e15a7
commit 2d4aaa414f
4 changed files with 12 additions and 16 deletions

View File

@@ -0,0 +1,63 @@
using Content.Shared.StatusEffect;
using Content.Shared.Inventory;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Tools.Components;
using Content.Shared.Item.ItemToggle.Components;
namespace Content.Shared.Eye.Blinding.Systems
{
public sealed class EyeProtectionSystem : EntitySystem
{
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly BlindableSystem _blindingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RequiresEyeProtectionComponent, ToolUseAttemptEvent>(OnUseAttempt);
SubscribeLocalEvent<RequiresEyeProtectionComponent, ItemToggledEvent>(OnWelderToggled);
SubscribeLocalEvent<EyeProtectionComponent, GetEyeProtectionEvent>(OnGetProtection);
SubscribeLocalEvent<EyeProtectionComponent, InventoryRelayedEvent<GetEyeProtectionEvent>>(OnGetRelayedProtection);
}
private void OnGetRelayedProtection(EntityUid uid, EyeProtectionComponent component,
InventoryRelayedEvent<GetEyeProtectionEvent> args)
{
OnGetProtection(uid, component, args.Args);
}
private void OnGetProtection(EntityUid uid, EyeProtectionComponent component, GetEyeProtectionEvent args)
{
args.Protection += component.ProtectionTime;
}
private void OnUseAttempt(EntityUid uid, RequiresEyeProtectionComponent component, ToolUseAttemptEvent args)
{
if (!component.Toggled)
return;
if (!TryComp<BlindableComponent>(args.User, out var blindable) || blindable.IsBlind)
return;
var ev = new GetEyeProtectionEvent();
RaiseLocalEvent(args.User, ev);
var time = (float) (component.StatusEffectTime - ev.Protection).TotalSeconds;
if (time <= 0)
return;
// Add permanent eye damage if they had zero protection, also somewhat scale their temporary blindness by
// how much damage they already accumulated.
_blindingSystem.AdjustEyeDamage((args.User, blindable), 1);
var statusTimeSpan = TimeSpan.FromSeconds(time * MathF.Sqrt(blindable.EyeDamage));
_statusEffectsSystem.TryAddStatusEffect(args.User, TemporaryBlindnessSystem.BlindingStatusEffect,
statusTimeSpan, false, TemporaryBlindnessSystem.BlindingStatusEffect);
}
private void OnWelderToggled(EntityUid uid, RequiresEyeProtectionComponent component, ItemToggledEvent args)
{
component.Toggled = args.Activated;
Dirty(uid, component);
}
}
}