flash uses charges system now (#15898)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -9,10 +9,6 @@ namespace Content.Server.Flash.Components
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[ViewVariables(VVAccess.ReadWrite)]
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public int FlashDuration { get; set; } = 5000;
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[DataField("uses")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int Uses { get; set; } = 5;
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[DataField("range")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range { get; set; } = 7f;
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@@ -30,7 +26,5 @@ namespace Content.Server.Flash.Components
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public SoundSpecifier Sound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
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public bool Flashing;
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public bool HasUses => Uses > 0;
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}
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}
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@@ -3,7 +3,8 @@ using Content.Server.Flash.Components;
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using Content.Server.Light.EntitySystems;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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using Content.Shared.Examine;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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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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@@ -25,22 +26,23 @@ namespace Content.Server.Flash
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{
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internal sealed class FlashSystem : SharedFlashSystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedChargesSystem _charges = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
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// ran before toggling light for extra-bright lantern
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SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new []{ typeof(HandheldLightSystem) });
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SubscribeLocalEvent<FlashComponent, ExaminedEvent>(OnFlashExamined);
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SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
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@@ -76,18 +78,22 @@ namespace Content.Server.Flash
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private bool UseFlash(EntityUid uid, FlashComponent comp, EntityUid user)
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{
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if (!comp.HasUses || comp.Flashing)
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if (comp.Flashing)
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return false;
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comp.Uses--;
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TryComp<LimitedChargesComponent>(uid, out var charges);
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if (_charges.IsEmpty(uid, charges))
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return false;
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_charges.UseCharge(uid, charges);
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_audio.PlayPvs(comp.Sound, uid);
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comp.Flashing = true;
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_appearance.SetData(uid, FlashVisuals.Flashing, true);
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if (comp.Uses == 0)
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if (_charges.IsEmpty(uid, charges))
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{
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_appearance.SetData(uid, FlashVisuals.Burnt, true);
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_tagSystem.AddTag(uid, "Trash");
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_tag.AddTag(uid, "Trash");
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_popup.PopupEntity(Loc.GetString("flash-component-becomes-empty"), user);
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}
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@@ -110,11 +116,11 @@ namespace Content.Server.Flash
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if (attempt.Cancelled)
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return;
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flashable.LastFlash = _gameTiming.CurTime;
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flashable.LastFlash = _timing.CurTime;
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flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
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Dirty(flashable);
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_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
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_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
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slowTo, slowTo);
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if (displayPopup && user != null && target != user && EntityManager.EntityExists(user.Value))
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@@ -142,7 +148,7 @@ namespace Content.Server.Flash
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foreach (var entity in flashableEntities)
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{
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// Check for unobstructed entities while ignoring the mobs with flashable components.
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if (!_interactionSystem.InRangeUnobstructed(entity, mapPosition, range, CollisionGroup.Opaque, (e) => flashableEntities.Contains(e) || e == source))
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if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, CollisionGroup.Opaque, (e) => flashableEntities.Contains(e) || e == source))
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continue;
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// They shouldn't have flash removed in between right?
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@@ -154,33 +160,13 @@ namespace Content.Server.Flash
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}
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}
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private void OnFlashExamined(EntityUid uid, FlashComponent comp, ExaminedEvent args)
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{
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if (!comp.HasUses)
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{
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args.PushText(Loc.GetString("flash-component-examine-empty"));
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return;
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}
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if (args.IsInDetailsRange)
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{
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args.PushMarkup(
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Loc.GetString(
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"flash-component-examine-detail-count",
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("count", comp.Uses),
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("markupCountColor", "green")
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)
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);
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}
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}
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private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
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{
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foreach (var slot in new[] { "head", "eyes", "mask" })
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{
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if (args.Cancelled)
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break;
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if (_inventorySystem.TryGetSlotEntity(uid, slot, out var item, component))
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if (_inventory.TryGetSlotEntity(uid, slot, out var item, component))
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RaiseLocalEvent(item.Value, args, true);
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}
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}
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@@ -1,15 +1,3 @@
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### UI
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# Shown when an empty flash is examined at any range
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flash-component-examine-empty = It's burnt out!
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# Shown when a flash is examined in details range
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flash-component-examine-detail-count = The flash has [color={$markupCountColor}]{$count}[/color] {$count ->
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[one] use
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*[other] uses
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} remaining.
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### Interaction Messages
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# Shown when someone flashes you with a flash
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@@ -83,7 +83,13 @@
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energy: 10
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color: "#FFC458"
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- type: Flash
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uses: 15
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- type: LimitedCharges
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maxCharges: 15
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charges: 15
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- type: MeleeWeapon
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damage:
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types:
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Blunt: 0 # melee weapon to allow flashing individual targets
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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@@ -61,10 +61,13 @@
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visible: false
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shader: unshaded
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- type: Flash
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- type: LimitedCharges
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maxCharges: 5
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charges: 5
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- type: MeleeWeapon
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damage:
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types:
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Blunt: 0 # why is this classed as a melee weapon? Is it needed for some interaction?
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Blunt: 0 # melee weapon to allow flashing individual targets
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angle: 10
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- type: Item
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size: 5
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@@ -127,4 +130,3 @@
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radius: 0
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softness: 0
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enabled: true
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