Predict Flashes (#37640)

Co-authored-by: ScarKy0 <scarky0@onet.eu>
This commit is contained in:
slarticodefast
2025-06-23 13:32:56 +02:00
committed by GitHub
parent 7e77ee0cd2
commit b83d00b792
23 changed files with 501 additions and 386 deletions

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@@ -1,6 +1,5 @@
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;

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@@ -10,7 +10,6 @@ using Content.Server.Botany;
using Content.Server.Chat.Systems;
using Content.Server.Emp;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Flash;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Medical;
@@ -23,13 +22,12 @@ using Content.Server.Temperature.Systems;
using Content.Server.Traits.Assorted;
using Content.Server.Zombies;
using Content.Shared.Atmos;
using Content.Shared.Audio;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.EntityEffects.EffectConditions;
using Content.Shared.EntityEffects.Effects.PlantMetabolism;
using Content.Shared.EntityEffects.Effects.StatusEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.EntityEffects;
using Content.Shared.Flash;
using Content.Shared.Maps;
using Content.Shared.Mind.Components;
using Content.Shared.Popups;
@@ -38,7 +36,6 @@ using Content.Shared.Zombies;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -56,7 +53,7 @@ public sealed class EntityEffectSystem : EntitySystem
[Dependency] private readonly EmpSystem _emp = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly FlashSystem _flash = default!;
[Dependency] private readonly SharedFlashSystem _flash = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
@@ -711,7 +708,7 @@ public sealed class EntityEffectSystem : EntitySystem
args.Args.TargetEntity,
null,
range,
args.Effect.Duration * 1000,
args.Effect.Duration,
slowTo: args.Effect.SlowTo,
sound: args.Effect.Sound);

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@@ -1,7 +1,7 @@
using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Explosion.Components;
using Content.Server.Flash;
using Content.Shared.Flash;
using Content.Server.Electrocution;
using Content.Server.Pinpointer;
using Content.Shared.Chemistry.EntitySystems;
@@ -69,7 +69,7 @@ namespace Content.Server.Explosion.EntitySystems
{
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly FlashSystem _flashSystem = default!;
[Dependency] private readonly SharedFlashSystem _flashSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
@@ -196,8 +196,7 @@ namespace Content.Server.Explosion.EntitySystems
private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
{
// TODO Make flash durations sane ffs.
_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f, probability: component.Probability);
_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration, probability: component.Probability);
args.Handled = true;
}

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@@ -1,14 +0,0 @@
using Content.Shared.Damage;
using Robust.Shared.Prototypes;
namespace Content.Server.Flash.Components;
[RegisterComponent, Access(typeof(DamagedByFlashingSystem))]
public sealed partial class DamagedByFlashingComponent : Component
{
/// <summary>
/// damage from flashing
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier FlashDamage = new();
}

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@@ -1,13 +0,0 @@
namespace Content.Server.Flash.Components;
/// <summary>
/// Makes the entity immune to being flashed.
/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
/// </summary>
[RegisterComponent, Access(typeof(FlashSystem))]
public sealed partial class FlashImmunityComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("enabled")]
public bool Enabled { get; set; } = true;
}

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@@ -1,257 +1,5 @@
using System.Linq;
using Content.Server.Flash.Components;
using Content.Shared.Flash.Components;
using Content.Server.Light.EntitySystems;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Tag;
using Content.Shared.Traits.Assorted;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.StatusEffect;
using Content.Shared.Examine;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Random;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
using Robust.Shared.Prototypes;
namespace Content.Server.Flash
{
internal sealed class FlashSystem : SharedFlashSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
namespace Content.Server.Flash;
private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
// ran before toggling light for extra-bright lantern
SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new[] { typeof(HandheldLightSystem) });
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
SubscribeLocalEvent<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt);
SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
}
private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("flash-protection"));
}
private void OnFlashMeleeHit(EntityUid uid, FlashComponent comp, MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
!UseFlash(uid, comp, args.User))
{
return;
}
args.Handled = true;
foreach (var e in args.HitEntities)
{
Flash(e, args.User, uid, comp.FlashDuration, comp.SlowTo, melee: true, stunDuration: comp.MeleeStunDuration);
}
}
private void OnFlashUseInHand(EntityUid uid, FlashComponent comp, UseInHandEvent args)
{
if (args.Handled || !UseFlash(uid, comp, args.User))
return;
args.Handled = true;
FlashArea(uid, args.User, comp.Range, comp.AoeFlashDuration, comp.SlowTo, true, comp.Probability);
}
private bool UseFlash(EntityUid uid, FlashComponent comp, EntityUid user)
{
if (comp.Flashing)
return false;
TryComp<LimitedChargesComponent>(uid, out var charges);
if (_sharedCharges.IsEmpty((uid, charges)))
return false;
_sharedCharges.TryUseCharge((uid, charges));
_audio.PlayPvs(comp.Sound, uid);
comp.Flashing = true;
_appearance.SetData(uid, FlashVisuals.Flashing, true);
if (_sharedCharges.IsEmpty((uid, charges)))
{
_appearance.SetData(uid, FlashVisuals.Burnt, true);
_tag.AddTag(uid, TrashTag);
_popup.PopupEntity(Loc.GetString("flash-component-becomes-empty"), user);
}
uid.SpawnTimer(400, () =>
{
_appearance.SetData(uid, FlashVisuals.Flashing, false);
comp.Flashing = false;
});
return true;
}
public void Flash(EntityUid target,
EntityUid? user,
EntityUid? used,
float flashDuration,
float slowTo,
bool displayPopup = true,
bool melee = false,
TimeSpan? stunDuration = null)
{
var attempt = new FlashAttemptEvent(target, user, used);
RaiseLocalEvent(target, attempt, true);
if (attempt.Cancelled)
return;
// don't paralyze, slowdown or convert to rev if the target is immune to flashes
if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, TimeSpan.FromSeconds(flashDuration / 1000f), true))
return;
if (stunDuration != null)
{
_stun.TryParalyze(target, stunDuration.Value, true);
}
else
{
_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration / 1000f), true,
slowTo, slowTo);
}
if (displayPopup && user != null && target != user && Exists(user.Value))
{
_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
("user", Identity.Entity(user.Value, EntityManager))), target, target);
}
if (melee)
{
var ev = new AfterFlashedEvent(target, user, used);
if (user != null)
RaiseLocalEvent(user.Value, ref ev);
if (used != null)
RaiseLocalEvent(used.Value, ref ev);
}
}
public override void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
{
var transform = Transform(source);
var mapPosition = _transform.GetMapCoordinates(transform);
var statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
var damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
{
if (!_random.Prob(probability))
continue;
// Is the entity affected by the flash either through status effects or by taking damage?
if (!statusEffectsQuery.HasComponent(entity) && !damagedByFlashingQuery.HasComponent(entity))
continue;
// Check for entites in view
// put damagedByFlashingComponent in the predicate because shadow anomalies block vision.
if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => damagedByFlashingQuery.HasComponent(e)))
continue;
// They shouldn't have flash removed in between right?
Flash(entity, user, source, duration, slowTo, displayPopup);
}
_audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
}
private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
{
foreach (var slot in new[] { "head", "eyes", "mask" })
{
if (args.Cancelled)
break;
if (_inventory.TryGetSlotEntity(uid, slot, out var item, component))
RaiseLocalEvent(item.Value, args, true);
}
}
private void OnFlashImmunityFlashAttempt(EntityUid uid, FlashImmunityComponent component, FlashAttemptEvent args)
{
if (component.Enabled)
args.Cancel();
}
private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
{
// check for total blindness
if (component.Blindness == 0)
args.Cancel();
}
private void OnTemporaryBlindnessFlashAttempt(EntityUid uid, TemporaryBlindnessComponent component, FlashAttemptEvent args)
{
args.Cancel();
}
}
/// <summary>
/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// </summary>
public sealed class FlashAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid Target;
public readonly EntityUid? User;
public readonly EntityUid? Used;
public FlashAttemptEvent(EntityUid target, EntityUid? user, EntityUid? used)
{
Target = target;
User = user;
Used = used;
}
}
/// <summary>
/// Called after a flash is used via melee on another person to check for rev conversion.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// </summary>
[ByRefEvent]
public readonly struct AfterFlashedEvent
{
public readonly EntityUid Target;
public readonly EntityUid? User;
public readonly EntityUid? Used;
public AfterFlashedEvent(EntityUid target, EntityUid? user, EntityUid? used)
{
Target = target;
User = user;
Used = used;
}
}
}
public sealed class FlashSystem : SharedFlashSystem;

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@@ -1,7 +1,6 @@
using Content.Server.Administration.Logs;
using Content.Server.Antag;
using Content.Server.EUI;
using Content.Server.Flash;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Popups;
@@ -12,6 +11,7 @@ using Content.Server.RoundEnd;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Systems;
using Content.Shared.Database;
using Content.Shared.Flash;
using Content.Shared.GameTicking.Components;
using Content.Shared.Humanoid;
using Content.Shared.IdentityManagement;
@@ -131,6 +131,9 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleCo
/// </summary>
private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev)
{
if (uid != ev.User || !ev.Melee)
return;
var alwaysConvertible = HasComp<AlwaysRevolutionaryConvertibleComponent>(ev.Target);
if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible)

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@@ -25,11 +25,11 @@ public sealed partial class FlashReactionEffect : EventEntityEffect<FlashReactio
public float SlowTo = 0.5f;
/// <summary>
/// The time entities will be flashed in seconds.
/// The time entities will be flashed.
/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
/// </summary>
[DataField]
public float Duration = 4f;
public TimeSpan Duration = TimeSpan.FromSeconds(4);
/// <summary>
/// The prototype ID used for the visual effect.

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@@ -0,0 +1,24 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Flash.Components;
/// <summary>
/// Marks an entity with the <see cref="FlashComponent"/> as currently flashing.
/// Only used for an Update loop for resetting the visuals.
/// </summary>
/// <remarks>
/// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedFlashSystem))]
public sealed partial class ActiveFlashComponent : Component
{
/// <summary>
/// Time at which this flash will be considered no longer active.
/// At this time this component will be removed.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan ActiveUntil = TimeSpan.Zero;
}

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@@ -0,0 +1,18 @@
using Content.Shared.Damage;
using Robust.Shared.GameStates;
namespace Content.Shared.Flash.Components;
/// <summary>
/// This entity will take damage from flashes.
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(DamagedByFlashingSystem))]
public sealed partial class DamagedByFlashingComponent : Component
{
/// <summary>
/// How much damage it will take.
/// </summary>
[DataField(required: true)]
public DamageSpecifier FlashDamage = new();
}

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@@ -1,55 +1,79 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Flash.Components
namespace Content.Shared.Flash.Components;
/// <summary>
/// Allows this entity to flash someone by using it or melee attacking with it.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFlashSystem))]
public sealed partial class FlashComponent : Component
{
[RegisterComponent, NetworkedComponent, Access(typeof(SharedFlashSystem))]
public sealed partial class FlashComponent : Component
/// <summary>
/// Flash the area around the entity when used in hand?
/// </summary>
[DataField, AutoNetworkedField]
public bool FlashOnUse = true;
/// <summary>
/// Flash the target when melee attacking them?
/// </summary>
[DataField, AutoNetworkedField]
public bool FlashOnMelee = true;
/// <summary>
/// Time the Flash will be visually flashing after use.
/// For the actual interaction delay use UseDelayComponent.
/// These two times should be the same.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan FlashingTime = TimeSpan.FromSeconds(4);
/// <summary>
/// For how long the target will lose vision when melee attacked with the flash.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan MeleeDuration = TimeSpan.FromSeconds(5);
/// <summary>
/// For how long the target will lose vision when used in hand.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan AoeFlashDuration = TimeSpan.FromSeconds(2);
/// <summary>
/// How long a target is stunned when a melee flash is used.
/// If null, melee flashes will not stun at all.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
/// <summary>
/// Range of the flash when using it.
/// </summary>
[DataField, AutoNetworkedField]
public float Range = 7f;
/// <summary>
/// Movement speed multiplier for slowing down the target while they are flashed.
/// </summary>
[DataField, AutoNetworkedField]
public float SlowTo = 0.5f;
/// <summary>
/// The sound to play when flashing.
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
{
Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
};
[DataField("duration")]
[ViewVariables(VVAccess.ReadWrite)]
public int FlashDuration { get; set; } = 5000;
/// <summary>
/// How long a target is stunned when a melee flash is used.
/// If null, melee flashes will not stun at all
/// </summary>
[DataField]
public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
[DataField("range")]
[ViewVariables(VVAccess.ReadWrite)]
public float Range { get; set; } = 7f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("aoeFlashDuration")]
public int AoeFlashDuration { get; set; } = 2000;
[DataField("slowTo")]
[ViewVariables(VVAccess.ReadWrite)]
public float SlowTo { get; set; } = 0.5f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sound")]
public SoundSpecifier Sound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
{
Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
};
public bool Flashing;
[DataField]
public float Probability = 1f;
}
[Serializable, NetSerializable]
public enum FlashVisuals : byte
{
BaseLayer,
LightLayer,
Burnt,
Flashing,
}
/// <summary>
/// The probability of sucessfully flashing someone.
/// </summary>
[DataField, AutoNetworkedField]
public float Probability = 1f;
}

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@@ -0,0 +1,18 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Flash.Components;
/// <summary>
/// Makes the entity immune to being flashed.
/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFlashSystem))]
public sealed partial class FlashImmunityComponent : Component
{
/// <summary>
/// Is this component currently enabled?
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
}

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@@ -7,7 +7,12 @@ namespace Content.Shared.Flash.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class FlashOnTriggerComponent : Component
{
[DataField] public float Range = 1.0f;
[DataField] public float Duration = 8.0f;
[DataField] public float Probability = 1.0f;
[DataField]
public float Range = 1.0f;
[DataField]
public TimeSpan Duration = TimeSpan.FromSeconds(8);
[DataField]
public float Probability = 1.0f;
}

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@@ -3,7 +3,7 @@ using Robust.Shared.GameStates;
namespace Content.Shared.Flash.Components;
/// <summary>
/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class FlashedComponent : Component { }
public sealed partial class FlashedComponent : Component;

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@@ -1,7 +1,8 @@
using Content.Server.Flash.Components;
using Content.Shared.Flash.Components;
using Content.Shared.Damage;
namespace Content.Server.Flash;
namespace Content.Shared.Flash;
public sealed class DamagedByFlashingSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
@@ -12,11 +13,14 @@ public sealed class DamagedByFlashingSystem : EntitySystem
SubscribeLocalEvent<DamagedByFlashingComponent, FlashAttemptEvent>(OnFlashAttempt);
}
// TODO: Attempt events should not be doing state changes. But using AfterFlashedEvent does not work because this entity cannot get the status effect.
// Best wait for Ed's status effect system rewrite.
private void OnFlashAttempt(Entity<DamagedByFlashingComponent> ent, ref FlashAttemptEvent args)
{
_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
//TODO: It would be more logical if different flashes had different power,
//and the damage would be inflicted depending on the strength of the flash.
// TODO: It would be more logical if different flashes had different power,
// and the damage would be inflicted depending on the strength of the flash.
}
}

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@@ -0,0 +1,21 @@
using Content.Shared.Inventory;
namespace Content.Shared.Flash;
/// <summary>
/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
/// Raised on the target hit by the flash and their inventory items.
/// </summary>
[ByRefEvent]
public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false) : IInventoryRelayEvent
{
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
}
/// <summary>
/// Called when a player is successfully flashed.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// The Melee parameter is used to check for rev conversion.
/// </summary>
[ByRefEvent]
public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);

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@@ -0,0 +1,17 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Flash;
[Serializable, NetSerializable]
public enum FlashVisuals : byte
{
Burnt,
Flashing,
}
[Serializable, NetSerializable]
public enum FlashVisualLayers : byte
{
BaseLayer,
LightLayer,
}

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@@ -1,15 +1,265 @@
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Examine;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Light;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Timing;
using Content.Shared.Traits.Assorted;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using System.Linq;
namespace Content.Shared.Flash;
public abstract class SharedFlashSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
private EntityQuery<StatusEffectsComponent> _statusEffectsQuery;
private EntityQuery<DamagedByFlashingComponent> _damagedByFlashingQuery;
private HashSet<EntityUid> _entSet = new();
// The tag to add when a flash has no charges left.
private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
// The key string for the status effect.
public ProtoId<StatusEffectPrototype> FlashedKey = "Flashed";
public virtual void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand);
SubscribeLocalEvent<FlashComponent, LightToggleEvent>(OnLightToggle);
SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
Subs.SubscribeWithRelay<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt, held: false);
SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
_statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
_damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
}
private void OnFlashMeleeHit(Entity<FlashComponent> ent, ref MeleeHitEvent args)
{
if (!ent.Comp.FlashOnMelee ||
!args.IsHit ||
!args.HitEntities.Any() ||
!UseFlash(ent, args.User))
{
return;
}
args.Handled = true;
foreach (var target in args.HitEntities)
{
Flash(target, args.User, ent.Owner, ent.Comp.MeleeDuration, ent.Comp.SlowTo, melee: true, stunDuration: ent.Comp.MeleeStunDuration);
}
}
private void OnFlashUseInHand(Entity<FlashComponent> ent, ref UseInHandEvent args)
{
if (!ent.Comp.FlashOnUse || args.Handled || !UseFlash(ent, args.User))
return;
args.Handled = true;
FlashArea(ent.Owner, args.User, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
}
// needed for the flash lantern and interrogator lamp
// TODO: This is awful and all the different components for toggleable lights need to be unified and changed to use Itemtoggle
private void OnLightToggle(Entity<FlashComponent> ent, ref LightToggleEvent args)
{
if (!args.IsOn || !UseFlash(ent, null))
return;
FlashArea(ent.Owner, null, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
}
/// <summary>
/// Use charges and set the visuals.
/// </summary>
/// <returns>False if no charges are left or the flash is currently in use.</returns>
private bool UseFlash(Entity<FlashComponent> ent, EntityUid? user)
{
if (_useDelay.IsDelayed(ent.Owner))
return false;
if (TryComp<LimitedChargesComponent>(ent.Owner, out var charges)
&& _sharedCharges.IsEmpty((ent.Owner, charges)))
return false;
_sharedCharges.TryUseCharge((ent.Owner, charges));
_audio.PlayPredicted(ent.Comp.Sound, ent.Owner, user);
var active = EnsureComp<ActiveFlashComponent>(ent.Owner);
active.ActiveUntil = _timing.CurTime + ent.Comp.FlashingTime;
Dirty(ent.Owner, active);
_appearance.SetData(ent.Owner, FlashVisuals.Flashing, true);
if (_sharedCharges.IsEmpty((ent.Owner, charges)))
{
_appearance.SetData(ent.Owner, FlashVisuals.Burnt, true);
_tag.AddTag(ent.Owner, TrashTag);
_popup.PopupClient(Loc.GetString("flash-component-becomes-empty"), user);
}
return true;
}
/// <summary>
/// Cause an entity to be flashed, obstructing their vision, slowing them down and stunning them.
/// In case of a melee attack this will do a check for revolutionary conversion.
/// </summary>
/// <param name="target">The mob to be flashed.</param>
/// <param name="user">The mob causing the flash, if any.</param>
/// <param name="used">The item causing the flash, if any.</param>
/// <param name="flashDuration">The time target will be affected by the flash.</param>
/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
/// <param name="melee">Was this flash caused by a melee attack? Used for checking for revolutionary conversion.</param>
/// <param name="stunDuration">The time the target will be stunned. If null the target will be slowed down instead.</param>
public void Flash(
EntityUid target,
EntityUid? user,
EntityUid? used,
TimeSpan flashDuration,
float slowTo,
bool displayPopup = true,
bool melee = false,
TimeSpan? stunDuration = null)
{
var attempt = new FlashAttemptEvent(target, user, used);
RaiseLocalEvent(target, ref attempt, true);
if (attempt.Cancelled)
return;
// don't paralyze, slowdown or convert to rev if the target is immune to flashes
if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, flashDuration, true))
return;
if (stunDuration != null)
_stun.TryParalyze(target, stunDuration.Value, true);
else
_stun.TrySlowdown(target, flashDuration, true, slowTo, slowTo);
if (displayPopup && user != null && target != user && Exists(user.Value))
{
_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
("user", Identity.Entity(user.Value, EntityManager))), target, target);
}
var ev = new AfterFlashedEvent(target, user, used, melee);
RaiseLocalEvent(target, ref ev);
if (user != null)
RaiseLocalEvent(user.Value, ref ev);
if (used != null)
RaiseLocalEvent(used.Value, ref ev);
}
/// <summary>
/// Cause all entities in range of a source entity to be flashed.
/// </summary>
/// <param name="source">The source of the flash, which will be at the epicenter.</param>
/// <param name="user">The mob causing the flash, if any.</param>
/// <param name="flashDuration">The time target will be affected by the flash.</param>
/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
/// <param name="probability">Chance to be flashed. Rolled separately for each target in range.</param>
/// <param name="sound">Additional sound to play at the source.</param>
public void FlashArea(EntityUid source, EntityUid? user, float range, TimeSpan flashDuration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
{
var transform = Transform(source);
var mapPosition = _transform.GetMapCoordinates(transform);
_entSet.Clear();
_entityLookup.GetEntitiesInRange(transform.Coordinates, range, _entSet);
foreach (var entity in _entSet)
{
// TODO: Use RandomPredicted https://github.com/space-wizards/RobustToolbox/pull/5849
var rand = new System.Random((int)_timing.CurTick.Value + GetNetEntity(entity).Id);
if (!rand.Prob(probability))
continue;
// Is the entity affected by the flash either through status effects or by taking damage?
if (!_statusEffectsQuery.HasComponent(entity) && !_damagedByFlashingQuery.HasComponent(entity))
continue;
// Check for entites in view.
// Put DamagedByFlashingComponent in the predicate because shadow anomalies block vision.
if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => _damagedByFlashingQuery.HasComponent(e)))
continue;
Flash(entity, user, source, flashDuration, slowTo, displayPopup);
}
_audio.PlayPredicted(sound, source, user, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
}
// Handle the flash visuals
// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<ActiveFlashComponent>();
while (query.MoveNext(out var uid, out var active))
{
// reset the visuals and remove the component
if (active.ActiveUntil < curTime)
{
_appearance.SetData(uid, FlashVisuals.Flashing, false);
RemCompDeferred<ActiveFlashComponent>(uid);
}
}
}
private void OnPermanentBlindnessFlashAttempt(Entity<PermanentBlindnessComponent> ent, ref FlashAttemptEvent args)
{
// check for total blindness
if (ent.Comp.Blindness == 0)
args.Cancelled = true;
}
private void OnTemporaryBlindnessFlashAttempt(Entity<TemporaryBlindnessComponent> ent, ref FlashAttemptEvent args)
{
args.Cancelled = true;
}
private void OnFlashImmunityFlashAttempt(Entity<FlashImmunityComponent> ent, ref FlashAttemptEvent args)
{
if (ent.Comp.Enabled)
args.Cancelled = true;
}
private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("flash-protection"));
}
}

View File

@@ -10,6 +10,7 @@ using Content.Shared.Damage.Events;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Flash;
using Content.Shared.Gravity;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Implants;
@@ -66,6 +67,7 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, ProjectileReflectAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, HitScanReflectAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, WieldAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, UnwieldAttemptEvent>(RefRelayInventoryEvent);

View File

@@ -1,10 +1,10 @@
using Content.Shared.Actions;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Item;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
@@ -63,6 +63,9 @@ public abstract class SharedHandheldLightSystem : EntitySystem
Dirty(uid, component);
UpdateVisuals(uid, component);
var ev = new LightToggleEvent(activated);
RaiseLocalEvent(uid, ev);
}
public void UpdateVisuals(EntityUid uid, HandheldLightComponent? component = null, AppearanceComponent? appearance = null)

View File

@@ -140,13 +140,13 @@
sprite: Objects/Misc/Lights/lampint.rsi
layers:
- state: lamp-int
map: [ "enum.FlashVisuals.BaseLayer" ]
map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: lamp-int-on
shader: unshaded
visible: false
map: [ "light" ]
- state: flashing
map: [ "enum.FlashVisuals.LightLayer" ]
map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
- type: Item
sprite: Objects/Misc/Lights/lampint.rsi
@@ -159,6 +159,10 @@
energy: 0.5
color: "#FFFFEE"
- type: Flash
flashOnMelee: false
flashOnUse: false
- type: UseDelay
delay: 1
- type: LimitedCharges
maxCharges: 3
- type: AutoRecharge
@@ -176,10 +180,10 @@
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
enum.FlashVisuals.BaseLayer:
enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
enum.FlashVisuals.LightLayer:
enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}

View File

@@ -10,31 +10,33 @@
radiatingBehaviourId: radiating
- type: LightBehaviour
behaviours:
- !type:FadeBehaviour
id: radiating
maxDuration: 2.0
startValue: 3.0
endValue: 2.0
isLooped: true
reverseWhenFinished: true
- !type:PulseBehaviour
id: blinking
interpolate: Nearest
maxDuration: 1.0
minValue: 0.1
maxValue: 2.0
isLooped: true
- !type:FadeBehaviour
id: radiating
maxDuration: 2.0
startValue: 3.0
endValue: 2.0
isLooped: true
reverseWhenFinished: true
- !type:PulseBehaviour
id: blinking
interpolate: Nearest
maxDuration: 1.0
minValue: 0.1
maxValue: 2.0
isLooped: true
- type: Sprite
sprite: Objects/Tools/lantern.rsi
layers:
- state: lantern
- state: lantern-on
shader: unshaded
visible: false
map: [ "light" ]
- state: lantern
- state: lantern-on
shader: unshaded
visible: false
map: [ "light" ]
- type: Item
sprite: Objects/Tools/lantern.rsi
heldPrefix: off
- type: UseDelay
delay: 1
- type: PointLight
enabled: false
radius: 3
@@ -62,7 +64,7 @@
equippedPrefix: off
quickEquip: false
slots:
- Belt
- Belt
- type: Tag
tags:
- Flashlight
@@ -76,18 +78,20 @@
sprite: Objects/Tools/lantern.rsi
layers:
- state: lantern
map: [ "enum.FlashVisuals.BaseLayer" ]
map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: lantern-on
shader: unshaded
visible: false
map: [ "light" ]
- state: flashing
map: [ "enum.FlashVisuals.LightLayer" ]
map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
- type: PointLight
radius: 5
energy: 10
- type: Flash
flashOnMelee: false
flashOnUse: false
- type: LimitedCharges
maxCharges: 15
- type: MeleeWeapon
@@ -98,9 +102,9 @@
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
enum.FlashVisuals.BaseLayer:
enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
enum.FlashVisuals.LightLayer:
enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}

View File

@@ -139,9 +139,9 @@
sprite: Objects/Weapons/Melee/flash.rsi
layers:
- state: flash
map: [ "enum.FlashVisuals.BaseLayer" ]
map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: flashing
map: [ "enum.FlashVisuals.LightLayer" ]
map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
shader: unshaded
- type: Flash
@@ -157,16 +157,18 @@
size: Small
sprite: Objects/Weapons/Melee/flash.rsi
- type: UseDelay
delay: 4 # has to be the same as the FlashingTime datafield in FlashComponent
- type: UseDelayOnMeleeHit
- type: StaticPrice
price: 40
- type: Appearance
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
enum.FlashVisuals.BaseLayer:
enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
enum.FlashVisuals.LightLayer:
enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}
- type: GuideHelp