flash uses charges system now (#15898)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-04-29 13:38:40 +00:00
committed by GitHub
parent 5f8067e909
commit fd5462bd47
5 changed files with 36 additions and 60 deletions

View File

@@ -9,10 +9,6 @@ namespace Content.Server.Flash.Components
[ViewVariables(VVAccess.ReadWrite)]
public int FlashDuration { get; set; } = 5000;
[DataField("uses")]
[ViewVariables(VVAccess.ReadWrite)]
public int Uses { get; set; } = 5;
[DataField("range")]
[ViewVariables(VVAccess.ReadWrite)]
public float Range { get; set; } = 7f;
@@ -30,7 +26,5 @@ namespace Content.Server.Flash.Components
public SoundSpecifier Sound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
public bool Flashing;
public bool HasUses => Uses > 0;
}
}

View File

@@ -3,7 +3,8 @@ using Content.Server.Flash.Components;
using Content.Server.Light.EntitySystems;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared.Examine;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
using Content.Shared.IdentityManagement;
@@ -25,22 +26,23 @@ namespace Content.Server.Flash
{
internal sealed class FlashSystem : SharedFlashSystem
{
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedChargesSystem _charges = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = 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!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
// ran before toggling light for extra-bright lantern
SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new []{ typeof(HandheldLightSystem) });
SubscribeLocalEvent<FlashComponent, ExaminedEvent>(OnFlashExamined);
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
@@ -76,18 +78,22 @@ namespace Content.Server.Flash
private bool UseFlash(EntityUid uid, FlashComponent comp, EntityUid user)
{
if (!comp.HasUses || comp.Flashing)
if (comp.Flashing)
return false;
comp.Uses--;
TryComp<LimitedChargesComponent>(uid, out var charges);
if (_charges.IsEmpty(uid, charges))
return false;
_charges.UseCharge(uid, charges);
_audio.PlayPvs(comp.Sound, uid);
comp.Flashing = true;
_appearance.SetData(uid, FlashVisuals.Flashing, true);
if (comp.Uses == 0)
if (_charges.IsEmpty(uid, charges))
{
_appearance.SetData(uid, FlashVisuals.Burnt, true);
_tagSystem.AddTag(uid, "Trash");
_tag.AddTag(uid, "Trash");
_popup.PopupEntity(Loc.GetString("flash-component-becomes-empty"), user);
}
@@ -110,11 +116,11 @@ namespace Content.Server.Flash
if (attempt.Cancelled)
return;
flashable.LastFlash = _gameTiming.CurTime;
flashable.LastFlash = _timing.CurTime;
flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
Dirty(flashable);
_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
_stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), true,
slowTo, slowTo);
if (displayPopup && user != null && target != user && EntityManager.EntityExists(user.Value))
@@ -142,7 +148,7 @@ namespace Content.Server.Flash
foreach (var entity in flashableEntities)
{
// Check for unobstructed entities while ignoring the mobs with flashable components.
if (!_interactionSystem.InRangeUnobstructed(entity, mapPosition, range, CollisionGroup.Opaque, (e) => flashableEntities.Contains(e) || e == source))
if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, CollisionGroup.Opaque, (e) => flashableEntities.Contains(e) || e == source))
continue;
// They shouldn't have flash removed in between right?
@@ -154,33 +160,13 @@ namespace Content.Server.Flash
}
}
private void OnFlashExamined(EntityUid uid, FlashComponent comp, ExaminedEvent args)
{
if (!comp.HasUses)
{
args.PushText(Loc.GetString("flash-component-examine-empty"));
return;
}
if (args.IsInDetailsRange)
{
args.PushMarkup(
Loc.GetString(
"flash-component-examine-detail-count",
("count", comp.Uses),
("markupCountColor", "green")
)
);
}
}
private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
{
foreach (var slot in new[] { "head", "eyes", "mask" })
{
if (args.Cancelled)
break;
if (_inventorySystem.TryGetSlotEntity(uid, slot, out var item, component))
if (_inventory.TryGetSlotEntity(uid, slot, out var item, component))
RaiseLocalEvent(item.Value, args, true);
}
}

View File

@@ -1,15 +1,3 @@
### UI
# Shown when an empty flash is examined at any range
flash-component-examine-empty = It's burnt out!
# Shown when a flash is examined in details range
flash-component-examine-detail-count = The flash has [color={$markupCountColor}]{$count}[/color] {$count ->
[one] use
*[other] uses
} remaining.
### Interaction Messages
# Shown when someone flashes you with a flash

View File

@@ -83,7 +83,13 @@
energy: 10
color: "#FFC458"
- type: Flash
uses: 15
- type: LimitedCharges
maxCharges: 15
charges: 15
- type: MeleeWeapon
damage:
types:
Blunt: 0 # melee weapon to allow flashing individual targets
- type: Appearance
- type: GenericVisualizer
visuals:

View File

@@ -61,10 +61,13 @@
visible: false
shader: unshaded
- type: Flash
- type: LimitedCharges
maxCharges: 5
charges: 5
- type: MeleeWeapon
damage:
types:
Blunt: 0 # why is this classed as a melee weapon? Is it needed for some interaction?
Blunt: 0 # melee weapon to allow flashing individual targets
angle: 10
- type: Item
size: 5
@@ -127,4 +130,3 @@
radius: 0
softness: 0
enabled: true