Refactors flashes to ECS, sunglasses protect you from being flashed. (#4579)
* Refactors flashes to ECS, sunglasses protect you from being flashed. * VV ReadWrite for FlashImmunity Enabled. * Use cached IEntityLookup. * Consistent formatting. * Fix flashbang duration. Flash duration is a mess. * Small area flash code cleanup. * Flashable state is only sent to attached player.
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@@ -1,61 +1,12 @@
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using System;
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using Content.Shared.Flash;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Client.Flash
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedFlashableComponent))]
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[RegisterComponent, Friend(typeof(FlashSystem))]
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public sealed class FlashableComponent : SharedFlashableComponent
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{
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private TimeSpan _startTime;
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private double _duration;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState == null)
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{
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return;
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}
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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if (playerManager.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
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{
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return;
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}
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var newState = (FlashComponentState) curState;
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if (newState.Time == default)
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{
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return;
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}
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// Few things here:
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// 1. If a shorter duration flash is applied then don't do anything
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// 2. If the client-side time is later than when the flash should've ended don't do anything
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var currentTime = IoCManager.Resolve<IGameTiming>().CurTime.TotalSeconds;
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var newEndTime = newState.Time.TotalSeconds + newState.Duration;
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var currentEndTime = _startTime.TotalSeconds + _duration;
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if (currentEndTime > newEndTime)
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{
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return;
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}
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if (currentTime > newEndTime)
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{
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return;
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}
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_startTime = newState.Time;
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_duration = newState.Duration;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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var overlay = overlayManager.GetOverlay<FlashOverlay>();
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overlay.ReceiveFlash(_duration);
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}
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}
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}
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