Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -15,6 +15,7 @@ using Robust.Shared.Map;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Threading;
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using Content.Shared.Eye.Blinding.Components;
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using static Content.Shared.Interaction.SharedInteractionSystem;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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@@ -4,6 +4,7 @@ using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Components;
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namespace Content.Client.Eye.Blinding
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{
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@@ -46,7 +47,7 @@ namespace Content.Client.Eye.Blinding
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_blindableComponent = blindComp;
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var blind = _blindableComponent.Sources > 0;
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var blind = _blindableComponent.IsBlind;
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if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
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{
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@@ -8,6 +8,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.GameTicking;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Network;
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@@ -4,24 +4,21 @@ using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Components;
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namespace Content.Client.Eye.Blinding
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{
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public sealed class BlurryVisionOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override bool RequestScreenTexture => true;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _dim;
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private BlurryVisionComponent _blurryVisionComponent = default!;
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private float _magnitude;
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public BlurryVisionOverlay()
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{
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IoCManager.InjectDependencies(this);
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_dim = _prototypeManager.Index<ShaderPrototype>("Dim").InstanceUnique();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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@@ -40,33 +37,29 @@ namespace Content.Client.Eye.Blinding
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if (!_entityManager.TryGetComponent<BlurryVisionComponent>(playerEntity, out var blurComp))
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return false;
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if (!blurComp.Active)
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if (blurComp.Magnitude <= 0)
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return false;
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if (_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp)
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&& blindComp.Sources > 0)
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&& blindComp.IsBlind)
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return false;
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_blurryVisionComponent = blurComp;
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_magnitude = blurComp.Magnitude;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var opacity = -(_blurryVisionComponent.Magnitude / 15) + 0.9f;
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_dim.SetParameter("DAMAGE_AMOUNT", opacity);
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// TODO make this better.
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// This is a really shitty effect.
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// Maybe gradually shrink the view-size?
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// Make the effect only apply to the edge of the viewport?
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// Actually make it blurry??
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var opacity = 0.5f * _magnitude / BlurryVisionComponent.MaxMagnitude;
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldBounds;
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worldHandle.UseShader(_dim);
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worldHandle.SetTransform(Matrix3.Identity);
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worldHandle.DrawRect(viewport, Color.Black);
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worldHandle.UseShader(null);
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worldHandle.DrawRect(viewport, Color.White.WithAlpha(opacity));
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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@@ -22,8 +23,6 @@ public sealed class BlurryVisionSystem : EntitySystem
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SubscribeLocalEvent<BlurryVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<BlurryVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<BlurryVisionComponent, ComponentHandleState>(OnHandleState);
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_overlay = new();
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}
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@@ -50,12 +49,4 @@ public sealed class BlurryVisionSystem : EntitySystem
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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private void OnHandleState(EntityUid uid, BlurryVisionComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not BlurryVisionComponentState state)
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return;
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component.Magnitude = state.Magnitude;
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}
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}
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@@ -1,27 +1,28 @@
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Systems;
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using JetBrains.Annotations;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Heal eye damage (or deal)
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/// Heal or apply eye damage
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/// </summary>
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[UsedImplicitly]
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public sealed class ChemHealEyeDamage : ReagentEffect
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{
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/// <summary>
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/// How much eye damage to remove.
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/// How much eye damage to add.
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/// </summary>
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[DataField("amount")]
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public int Amount = -1;
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public override void Effect(ReagentEffectArgs args)
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{
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if (args.Scale != 1f)
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if (args.Scale != 1f) // huh?
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return;
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args.EntityManager.EntitySysManager.GetEntitySystem<SharedBlindingSystem>().AdjustEyeDamage(args.SolutionEntity, Amount);
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args.EntityManager.EntitySysManager.GetEntitySystem<BlindableSystem>().AdjustEyeDamage(args.SolutionEntity, Amount);
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}
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}
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}
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@@ -1,6 +1,8 @@
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using Content.Shared.Eye.Blinding;
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using Content.Server.UserInterface;
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using Content.Server.Popups;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Eye.Blinding.Systems;
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using Robust.Shared.Player;
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using Robust.Server.GameObjects;
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@@ -23,14 +25,14 @@ public sealed class ActivatableUIRequiresVisionSystem : EntitySystem
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if (args.Cancelled)
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return;
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if (TryComp<BlindableComponent>(args.User, out var blindable) && blindable.Sources > 0)
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if (TryComp<BlindableComponent>(args.User, out var blindable) && blindable.IsBlind)
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{
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_popupSystem.PopupCursor(Loc.GetString("blindness-fail-attempt"), args.User, Shared.Popups.PopupType.MediumCaution);
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args.Cancel();
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}
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}
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private void OnBlindnessChanged(EntityUid uid, BlindableComponent component, BlindnessChangedEvent args)
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private void OnBlindnessChanged(EntityUid uid, BlindableComponent component, ref BlindnessChangedEvent args)
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{
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if (!args.Blind)
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return;
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@@ -1,10 +1,9 @@
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using Content.Shared.Eye.Blinding.EyeProtection; // why aren't tools predicted 🙂
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using Content.Shared.Eye.Blinding;
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using Content.Shared.StatusEffect;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Server.Tools;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.Tools.Components;
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namespace Content.Server.Eye.Blinding.EyeProtection
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@@ -12,15 +11,26 @@ namespace Content.Server.Eye.Blinding.EyeProtection
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public sealed class EyeProtectionSystem : EntitySystem
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{
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly SharedBlindingSystem _blindingSystem = default!;
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[Dependency] private readonly BlindableSystem _blindingSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RequiresEyeProtectionComponent, ToolUseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<RequiresEyeProtectionComponent, WelderToggledEvent>(OnWelderToggled);
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SubscribeLocalEvent<EyeProtectionComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<EyeProtectionComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<EyeProtectionComponent, GetEyeProtectionEvent>(OnGetProtection);
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SubscribeLocalEvent<EyeProtectionComponent, InventoryRelayedEvent<GetEyeProtectionEvent>>(OnGetRelayedProtection);
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}
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private void OnGetRelayedProtection(EntityUid uid, EyeProtectionComponent component,
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InventoryRelayedEvent<GetEyeProtectionEvent> args)
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{
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OnGetProtection(uid, component, args.Args);
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}
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private void OnGetProtection(EntityUid uid, EyeProtectionComponent component, GetEyeProtectionEvent args)
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{
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args.Protection += component.ProtectionTime;
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}
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private void OnUseAttempt(EntityUid uid, RequiresEyeProtectionComponent component, ToolUseAttemptEvent args)
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@@ -28,51 +38,26 @@ namespace Content.Server.Eye.Blinding.EyeProtection
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if (!component.Toggled)
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return;
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if (!HasComp<StatusEffectsComponent>(args.User) || !TryComp<BlindableComponent>(args.User, out var blindable))
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if (!TryComp<BlindableComponent>(args.User, out var blindable) || blindable.IsBlind)
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return;
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if (blindable.Sources > 0)
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var ev = new GetEyeProtectionEvent();
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RaiseLocalEvent(args.User, ev);
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var time = (float) (component.StatusEffectTime- ev.Protection).TotalSeconds;
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if (time <= 0)
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return;
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var statusTime = (float) component.StatusEffectTime.TotalSeconds - blindable.BlindResistance;
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if (statusTime <= 0)
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return;
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var statusTimeSpan = TimeSpan.FromSeconds(statusTime * (blindable.EyeDamage + 1));
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// Add permanent eye damage if they had zero protection, also scale their temporary blindness by how much they already accumulated.
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if (_statusEffectsSystem.TryAddStatusEffect(args.User, SharedBlindingSystem.BlindingStatusEffect, statusTimeSpan, false, "TemporaryBlindness") && blindable.BlindResistance <= 0)
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// Add permanent eye damage if they had zero protection, also somewhat scale their temporary blindness by
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// how much damage they already accumulated.
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_blindingSystem.AdjustEyeDamage(args.User, 1, blindable);
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var statusTimeSpan = TimeSpan.FromSeconds(time * MathF.Sqrt(blindable.EyeDamage));
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_statusEffectsSystem.TryAddStatusEffect(args.User, TemporaryBlindnessSystem.BlindingStatusEffect,
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statusTimeSpan, false, TemporaryBlindnessSystem.BlindingStatusEffect);
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}
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private void OnWelderToggled(EntityUid uid, RequiresEyeProtectionComponent component, WelderToggledEvent args)
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{
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component.Toggled = args.WelderOn;
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}
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private void OnEquipped(EntityUid uid, EyeProtectionComponent component, GotEquippedEvent args)
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{
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if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP)
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return;
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if (!clothing.Slots.HasFlag(args.SlotFlags))
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return;
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component.IsActive = true;
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if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
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return;
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blindComp.BlindResistance += (float) component.ProtectionTime.TotalSeconds;
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}
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private void OnUnequipped(EntityUid uid, EyeProtectionComponent component, GotUnequippedEvent args)
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{
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if (!component.IsActive)
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return;
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component.IsActive = false;
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if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
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return;
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blindComp.BlindResistance -= (float) component.ProtectionTime.TotalSeconds;
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}
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}
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}
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@@ -4,6 +4,7 @@ using Content.Server.Light.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding;
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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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@@ -1,20 +1,21 @@
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Speech;
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using Content.Shared.Actions;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Eye.Blinding.Systems;
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namespace Content.Server.Bed.Sleep
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{
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public abstract class SharedSleepingSystem : EntitySystem
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{
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[Dependency] private readonly SharedBlindingSystem _blindingSystem = default!;
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SleepingComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SleepingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<SleepingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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SubscribeLocalEvent<SleepingComponent, EntityUnpausedEvent>(OnSleepUnpaused);
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}
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@@ -24,24 +25,30 @@ namespace Content.Server.Bed.Sleep
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Dirty(component);
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}
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private void OnInit(EntityUid uid, SleepingComponent component, ComponentInit args)
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private void OnStartup(EntityUid uid, SleepingComponent component, ComponentStartup args)
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{
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var ev = new SleepStateChangedEvent(true);
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RaiseLocalEvent(uid, ev);
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_blindingSystem.AdjustBlindSources(uid, 1);
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnShutdown(EntityUid uid, SleepingComponent component, ComponentShutdown args)
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{
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var ev = new SleepStateChangedEvent(false);
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RaiseLocalEvent(uid, ev);
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_blindingSystem.AdjustBlindSources(uid, -1);
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnSpeakAttempt(EntityUid uid, SleepingComponent component, SpeakAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnSeeAttempt(EntityUid uid, SleepingComponent component, CanSeeAttemptEvent args)
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{
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if (component.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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}
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}
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@@ -2,6 +2,7 @@ using System.Linq;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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@@ -122,14 +123,12 @@ namespace Content.Shared.Examine
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{
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if (MobStateSystem.IsDead(examiner, mobState))
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return DeadExamineRange;
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else if (MobStateSystem.IsCritical(examiner, mobState) || (TryComp<BlindableComponent>(examiner, out var blind) && blind.Sources > 0))
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if (MobStateSystem.IsCritical(examiner, mobState) || TryComp<BlindableComponent>(examiner, out var blind) && blind.IsBlind)
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return CritExamineRange;
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else if (TryComp<BlurryVisionComponent>(examiner, out var blurry) && blurry.Magnitude != 0)
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{
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float range = ExamineRange - (2 * (8 - blurry.Magnitude));
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return Math.Clamp(range, 2, 16);
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}
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if (TryComp<BlurryVisionComponent>(examiner, out var blurry))
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return Math.Clamp(ExamineRange - blurry.Magnitude, 2, ExamineRange);
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}
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return ExamineRange;
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}
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@@ -1,56 +0,0 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindableComponent : Component
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{
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/// <description>
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/// How many sources of blindness are affecting us?
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/// </description>
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[DataField("sources")]
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public int Sources = 0;
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/// <summary>
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/// How many seconds will be subtracted from each attempt to add blindness to us?
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/// </summary>
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[DataField("blindResistance")]
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public float BlindResistance = 0;
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/// <summary>
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/// Replace with actual eye damage after bobby I guess
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/// </summary>
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[ViewVariables]
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public int EyeDamage = 0;
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/// <summary>
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/// Whether eye damage has accumulated enough to blind them.
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/// </summary>
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[ViewVariables]
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public bool EyeTooDamaged = false;
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/// <description>
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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/// This is not "enabled/disabled".
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/// </description>
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public bool LightSetup = false;
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/// <description>
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/// Gives an extra frame of blindness to reenable light manager during
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/// </description>
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public bool GraceFrame = false;
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}
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[Serializable, NetSerializable]
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public sealed class BlindableComponentState : ComponentState
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{
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public readonly int Sources;
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public BlindableComponentState(int sources)
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{
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Sources = sources;
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}
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}
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}
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@@ -1,12 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindfoldComponent : Component
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{
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[ViewVariables]
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public bool IsActive = false;
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}
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}
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@@ -1,14 +0,0 @@
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using Robust.Shared.GameStates;
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|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
public sealed class BlurryVisionComponent : Component
|
||||
{
|
||||
[DataField("mangitude")]
|
||||
public float Magnitude = 1f;
|
||||
|
||||
public bool Active => Magnitude < 10f;
|
||||
}
|
||||
}
|
||||
41
Content.Shared/Eye/Blinding/Components/BlindableComponent.cs
Normal file
41
Content.Shared/Eye/Blinding/Components/BlindableComponent.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using Content.Shared.Eye.Blinding.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(BlindableSystem))]
|
||||
public sealed partial class BlindableComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How many seconds will be subtracted from each attempt to add blindness to us?
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("isBlind"), AutoNetworkedField]
|
||||
public bool IsBlind;
|
||||
|
||||
/// <summary>
|
||||
/// Eye damage due to things like staring directly at welders. Causes blurry vision or outright
|
||||
/// blindness if greater than or equal to <see cref="MaxDamage"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Should eventually be replaced with a proper eye health system when we have bobby.
|
||||
/// </remarks>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("EyeDamage"), AutoNetworkedField]
|
||||
public int EyeDamage = 0;
|
||||
|
||||
public const int MaxDamage = 8;
|
||||
|
||||
/// <description>
|
||||
/// Used to ensure that this doesn't break with sandbox or admin tools.
|
||||
/// This is not "enabled/disabled".
|
||||
/// </description>
|
||||
[Access(Other = AccessPermissions.ReadWriteExecute)]
|
||||
public bool LightSetup = false;
|
||||
|
||||
/// <description>
|
||||
/// Gives an extra frame of blindness to reenable light manager during
|
||||
/// </description>
|
||||
[Access(Other = AccessPermissions.ReadWriteExecute)]
|
||||
public bool GraceFrame = false;
|
||||
}
|
||||
12
Content.Shared/Eye/Blinding/Components/BlindfoldComponent.cs
Normal file
12
Content.Shared/Eye/Blinding/Components/BlindfoldComponent.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Blinds a person when an item with this component is equipped to the eye, head, or mask slot.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
public sealed class BlindfoldComponent : Component
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
using Content.Shared.Eye.Blinding.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// This component adds a white overlay to the viewport. It does not actually cause blurring.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(BlurryVisionSystem))]
|
||||
public sealed partial class BlurryVisionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Amount of "blurring". Also modifies examine ranges.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
|
||||
public float Magnitude;
|
||||
|
||||
public const float MaxMagnitude = 10;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// For welding masks, sunglasses, etc.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class EyeProtectionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How many seconds to subtract from the status effect. If it's greater than the source
|
||||
/// of blindness, do not blind.
|
||||
/// </summary>
|
||||
[DataField("protectionTime")]
|
||||
public readonly TimeSpan ProtectionTime = TimeSpan.FromSeconds(10);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// For tools like welders that will damage your eyes when you use them.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class RequiresEyeProtectionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How long to apply temporary blindness to the user.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("statusEffectTime"), AutoNetworkedField]
|
||||
public TimeSpan StatusEffectTime = TimeSpan.FromSeconds(10);
|
||||
|
||||
/// <summary>
|
||||
/// You probably want to turn this on in yaml if it's something always on and not a welder.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("toggled"), AutoNetworkedField]
|
||||
public bool Toggled;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Component used for the blind status effect.
|
||||
/// </summary>
|
||||
[NetworkedComponent, RegisterComponent]
|
||||
public sealed class TemporaryBlindnessComponent : Component
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
/// <summary>
|
||||
/// This component allows equipment to offset blurry vision.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class VisionCorrectionComponent : Component
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("visionBonus"), AutoNetworkedField]
|
||||
public float VisionBonus = 3f;
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
namespace Content.Shared.Eye.Blinding.EyeProtection
|
||||
{
|
||||
/// <summary>
|
||||
/// For welding masks, sunglasses, etc.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class EyeProtectionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How many seconds to subtract from the status effect. If it's greater than the source
|
||||
/// of blindness, do not blind.
|
||||
/// </summary>
|
||||
[DataField("protectionTime")]
|
||||
public TimeSpan ProtectionTime = TimeSpan.FromSeconds(10);
|
||||
|
||||
public bool IsActive = false;
|
||||
}
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
namespace Content.Shared.Eye.Blinding.EyeProtection
|
||||
{
|
||||
/// <summary>
|
||||
/// For tools like welders that will damage your eyes when you use them.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class RequiresEyeProtectionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How long to apply temporary blindness to the user.
|
||||
/// </summary>
|
||||
[DataField("statusEffectTime")]
|
||||
public TimeSpan StatusEffectTime = TimeSpan.FromSeconds(10);
|
||||
|
||||
/// <summary>
|
||||
/// You probably want to turn this on in yaml if it's something always on and not a welder.
|
||||
/// </summary>
|
||||
[DataField("toggled")]
|
||||
public bool Toggled = false;
|
||||
}
|
||||
}
|
||||
@@ -1,198 +0,0 @@
|
||||
using Content.Shared.Clothing.Components;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Rejuvenate;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using JetBrains.Annotations;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
public sealed class SharedBlindingSystem : EntitySystem
|
||||
{
|
||||
public const string BlindingStatusEffect = "TemporaryBlindness";
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BlindableComponent, ComponentGetState>(OnGetBlindableState);
|
||||
SubscribeLocalEvent<BlindableComponent, ComponentHandleState>(OnHandleBlindableState);
|
||||
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
|
||||
|
||||
SubscribeLocalEvent<BlurryVisionComponent, ComponentGetState>(OnGetState);
|
||||
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentInit>(OnInit);
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
|
||||
|
||||
SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
|
||||
}
|
||||
|
||||
private void OnGetBlindableState(EntityUid uid, BlindableComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new BlindableComponentState(component.Sources);
|
||||
}
|
||||
|
||||
private void OnHandleBlindableState(EntityUid uid, BlindableComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not BlindableComponentState cast)
|
||||
return;
|
||||
|
||||
component.Sources = cast.Sources;
|
||||
}
|
||||
|
||||
private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
|
||||
{
|
||||
if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
|
||||
return;
|
||||
// Is the clothing in its actual slot?
|
||||
if (!clothing.Slots.HasFlag(args.SlotFlags))
|
||||
return;
|
||||
|
||||
component.IsActive = true;
|
||||
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
|
||||
return;
|
||||
AdjustBlindSources(args.Equipee, 1, blindComp);
|
||||
}
|
||||
|
||||
private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
if (!component.IsActive)
|
||||
return;
|
||||
component.IsActive = false;
|
||||
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
|
||||
return;
|
||||
AdjustBlindSources(args.Equipee, -1, blindComp);
|
||||
}
|
||||
|
||||
private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
|
||||
{
|
||||
if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
|
||||
return;
|
||||
// Is the clothing in its actual slot?
|
||||
if (!clothing.Slots.HasFlag(args.SlotFlags))
|
||||
return;
|
||||
|
||||
if (!TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
|
||||
return;
|
||||
|
||||
component.IsActive = true;
|
||||
blur.Magnitude += component.VisionBonus;
|
||||
Dirty(blur);
|
||||
}
|
||||
|
||||
private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
if (!component.IsActive || !TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
|
||||
return;
|
||||
component.IsActive = false;
|
||||
blur.Magnitude -= component.VisionBonus;
|
||||
Dirty(blur);
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, BlurryVisionComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new BlurryVisionComponentState(component.Magnitude);
|
||||
}
|
||||
|
||||
private void OnInit(EntityUid uid, TemporaryBlindnessComponent component, ComponentInit args)
|
||||
{
|
||||
AdjustBlindSources(uid, 1);
|
||||
}
|
||||
|
||||
private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
|
||||
{
|
||||
AdjustBlindSources(uid, -1);
|
||||
}
|
||||
|
||||
private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
|
||||
{
|
||||
AdjustEyeDamage(uid, -component.EyeDamage, component);
|
||||
}
|
||||
|
||||
[PublicAPI]
|
||||
public void AdjustBlindSources(EntityUid uid, int amount, BlindableComponent? blindable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref blindable, false))
|
||||
return;
|
||||
|
||||
var oldSources = blindable.Sources;
|
||||
|
||||
blindable.Sources += amount;
|
||||
blindable.Sources = Math.Max(blindable.Sources, 0);
|
||||
|
||||
if (oldSources == 0 && blindable.Sources > 0)
|
||||
{
|
||||
var ev = new BlindnessChangedEvent(true);
|
||||
RaiseLocalEvent(uid, ev, false);
|
||||
}
|
||||
else if (blindable.Sources == 0 && oldSources > 0)
|
||||
{
|
||||
var ev = new BlindnessChangedEvent(false);
|
||||
RaiseLocalEvent(uid, ev, false);
|
||||
}
|
||||
|
||||
Dirty(blindable);
|
||||
}
|
||||
|
||||
public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref blindable, false))
|
||||
return;
|
||||
|
||||
blindable.EyeDamage += amount;
|
||||
|
||||
if (blindable.EyeDamage > 0)
|
||||
{
|
||||
var blurry = EnsureComp<BlurryVisionComponent>(uid);
|
||||
blurry.Magnitude = (9 - blindable.EyeDamage);
|
||||
Dirty(blurry);
|
||||
}
|
||||
else
|
||||
{
|
||||
RemComp<BlurryVisionComponent>(uid);
|
||||
}
|
||||
|
||||
if (!blindable.EyeTooDamaged && blindable.EyeDamage >= 8)
|
||||
{
|
||||
blindable.EyeTooDamaged = true;
|
||||
AdjustBlindSources(uid, 1, blindable);
|
||||
}
|
||||
if (blindable.EyeTooDamaged && blindable.EyeDamage < 8)
|
||||
{
|
||||
blindable.EyeTooDamaged = false;
|
||||
AdjustBlindSources(uid, -1, blindable);
|
||||
}
|
||||
|
||||
blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, 8);
|
||||
}
|
||||
}
|
||||
|
||||
// I have no idea why blurry vision needs this but blindness doesn't
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class BlurryVisionComponentState : ComponentState
|
||||
{
|
||||
public float Magnitude;
|
||||
public BlurryVisionComponentState(float magnitude)
|
||||
{
|
||||
Magnitude = magnitude;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// You became blind or lost blindess, not just changed # of sources.
|
||||
/// </summary>
|
||||
public sealed class BlindnessChangedEvent : EntityEventArgs
|
||||
{
|
||||
public bool Blind;
|
||||
|
||||
public BlindnessChangedEvent(bool blind)
|
||||
{
|
||||
Blind = blind;
|
||||
}
|
||||
}
|
||||
}
|
||||
93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
Normal file
93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
Normal file
@@ -0,0 +1,93 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Rejuvenate;
|
||||
using JetBrains.Annotations;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class BlindableSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
|
||||
}
|
||||
|
||||
private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
|
||||
{
|
||||
AdjustEyeDamage(uid, -component.EyeDamage, component);
|
||||
}
|
||||
|
||||
[PublicAPI]
|
||||
public void UpdateIsBlind(EntityUid uid, BlindableComponent? blindable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref blindable, false))
|
||||
return;
|
||||
|
||||
var old = blindable.IsBlind;
|
||||
|
||||
// Don't bother raising an event if the eye is too damaged.
|
||||
if (blindable.EyeDamage >= BlindableComponent.MaxDamage)
|
||||
{
|
||||
blindable.IsBlind = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var ev = new CanSeeAttemptEvent();
|
||||
RaiseLocalEvent(uid, ev);
|
||||
blindable.IsBlind = ev.Blind;
|
||||
}
|
||||
|
||||
if (old == blindable.IsBlind)
|
||||
return;
|
||||
|
||||
var changeEv = new BlindnessChangedEvent(blindable.IsBlind);
|
||||
RaiseLocalEvent(uid, ref changeEv);
|
||||
Dirty(blindable);
|
||||
}
|
||||
|
||||
public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref blindable, false) || amount == 0)
|
||||
return;
|
||||
|
||||
blindable.EyeDamage += amount;
|
||||
blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, BlindableComponent.MaxDamage);
|
||||
Dirty(blindable);
|
||||
UpdateIsBlind(uid, blindable);
|
||||
|
||||
var ev = new EyeDamageChangedEvent(blindable.EyeDamage);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised when an entity's blindness changes
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct BlindnessChangedEvent(bool Blind);
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised when an entity's eye damage changes
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct EyeDamageChangedEvent(int Damage);
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed at an entity to see whether the entity is currently blind or not.
|
||||
/// </summary>
|
||||
public sealed class CanSeeAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public bool Blind => Cancelled;
|
||||
public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
|
||||
}
|
||||
|
||||
public sealed class GetEyeProtectionEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
/// <summary>
|
||||
/// Time to subtract from any temporary blindness sources.
|
||||
/// </summary>
|
||||
public TimeSpan Protection;
|
||||
|
||||
public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
|
||||
}
|
||||
34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
Normal file
34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class BlindfoldSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
SubscribeLocalEvent<BlindfoldComponent, InventoryRelayedEvent<CanSeeAttemptEvent>>(OnBlindfoldTrySee);
|
||||
}
|
||||
|
||||
private void OnBlindfoldTrySee(EntityUid uid, BlindfoldComponent component, InventoryRelayedEvent<CanSeeAttemptEvent> args)
|
||||
{
|
||||
args.Args.Cancel();
|
||||
}
|
||||
|
||||
private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(args.Equipee);
|
||||
}
|
||||
|
||||
private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(args.Equipee);
|
||||
}
|
||||
}
|
||||
72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
Normal file
72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class BlurryVisionSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BlindableComponent, EyeDamageChangedEvent>(OnDamageChanged);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
|
||||
SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
|
||||
}
|
||||
|
||||
private void OnGetBlur(EntityUid uid, VisionCorrectionComponent component, InventoryRelayedEvent<GetBlurEvent> args)
|
||||
{
|
||||
args.Args.Blur += component.VisionBonus;
|
||||
}
|
||||
|
||||
private void OnDamageChanged(EntityUid uid, BlindableComponent component, ref EyeDamageChangedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid, component);
|
||||
}
|
||||
|
||||
private void UpdateBlurMagnitude(EntityUid uid, BlindableComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return;
|
||||
|
||||
var ev = new GetBlurEvent(component.EyeDamage);
|
||||
RaiseLocalEvent(uid, ev);
|
||||
|
||||
var blur = Math.Clamp(0, ev.Blur, BlurryVisionComponent.MaxMagnitude);
|
||||
if (blur <= 0)
|
||||
{
|
||||
RemCompDeferred<BlurryVisionComponent>(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
var blurry = EnsureComp<BlurryVisionComponent>(uid);
|
||||
blurry.Magnitude = blur;
|
||||
Dirty(blurry);
|
||||
}
|
||||
|
||||
private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid);
|
||||
}
|
||||
|
||||
private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
|
||||
{
|
||||
UpdateBlurMagnitude(uid);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public readonly float BaseBlur;
|
||||
public float Blur;
|
||||
|
||||
public GetBlurEvent(float blur)
|
||||
{
|
||||
Blur = blur;
|
||||
BaseBlur = blur;
|
||||
}
|
||||
|
||||
public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
public sealed class TemporaryBlindnessSystem : EntitySystem
|
||||
{
|
||||
public const string BlindingStatusEffect = "TemporaryBlindness";
|
||||
|
||||
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentStartup>(OnStartup);
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<TemporaryBlindnessComponent, CanSeeAttemptEvent>(OnBlindTrySee);
|
||||
}
|
||||
|
||||
private void OnStartup(EntityUid uid, TemporaryBlindnessComponent component, ComponentStartup args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
|
||||
{
|
||||
_blindableSystem.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnBlindTrySee(EntityUid uid, TemporaryBlindnessComponent component, CanSeeAttemptEvent args)
|
||||
{
|
||||
if (component.LifeStage <= ComponentLifeStage.Running)
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
/// <summary>
|
||||
/// Blind status effect.
|
||||
/// </summary>
|
||||
[NetworkedComponent, RegisterComponent]
|
||||
public sealed class TemporaryBlindnessComponent : Component
|
||||
{}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Eye.Blinding
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
public sealed class VisionCorrectionComponent : Component
|
||||
{
|
||||
[ViewVariables]
|
||||
public bool IsActive = false;
|
||||
|
||||
[DataField("visionBonus")]
|
||||
public float VisionBonus = 3f;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Electrocution;
|
||||
using Content.Shared.Explosion;
|
||||
using Content.Shared.Eye.Blinding.Systems;
|
||||
using Content.Shared.IdentityManagement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Radio;
|
||||
@@ -26,6 +27,11 @@ public partial class InventorySystem
|
||||
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
|
||||
|
||||
// Eye/vision events
|
||||
SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
|
||||
|
||||
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetStrippingVerbs);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Eye.Blinding;
|
||||
using Content.Shared.Eye.Blinding.Systems;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Robust.Shared.Network;
|
||||
|
||||
@@ -11,13 +12,14 @@ namespace Content.Shared.Traits.Assorted;
|
||||
public sealed class PermanentBlindnessSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly INetManager _net = default!;
|
||||
[Dependency] private readonly SharedBlindingSystem _blinding = default!;
|
||||
[Dependency] private readonly BlindableSystem _blinding = default!;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<PermanentBlindnessComponent, ComponentStartup>(OnStartup);
|
||||
SubscribeLocalEvent<PermanentBlindnessComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<PermanentBlindnessComponent, CanSeeAttemptEvent>(OnTrySee);
|
||||
SubscribeLocalEvent<PermanentBlindnessComponent, ExaminedEvent>(OnExamined);
|
||||
}
|
||||
|
||||
@@ -31,11 +33,17 @@ public sealed class PermanentBlindnessSystem : EntitySystem
|
||||
|
||||
private void OnShutdown(EntityUid uid, PermanentBlindnessComponent component, ComponentShutdown args)
|
||||
{
|
||||
_blinding.AdjustBlindSources(uid, -1);
|
||||
_blinding.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnStartup(EntityUid uid, PermanentBlindnessComponent component, ComponentStartup args)
|
||||
{
|
||||
_blinding.AdjustBlindSources(uid, 1);
|
||||
_blinding.UpdateIsBlind(uid);
|
||||
}
|
||||
|
||||
private void OnTrySee(EntityUid uid, PermanentBlindnessComponent component, CanSeeAttemptEvent args)
|
||||
{
|
||||
if (component.LifeStage <= ComponentLifeStage.Running)
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,11 +66,6 @@
|
||||
kind: source
|
||||
path: "/Textures/Shaders/blurryy.swsl"
|
||||
|
||||
- type: shader
|
||||
id: Dim
|
||||
kind: source
|
||||
path: "/Textures/Shaders/dim.swsl"
|
||||
|
||||
# cloaking distortion effect
|
||||
- type: shader
|
||||
id: Stealth
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
uniform highp float DAMAGE_AMOUNT;
|
||||
|
||||
void fragment() {
|
||||
|
||||
// Higher exponent -> stronger blinding effect
|
||||
|
||||
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
|
||||
highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), DAMAGE_AMOUNT);
|
||||
|
||||
COLOR = vec4(mixed.rgb, DAMAGE_AMOUNT);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user