using Content.Shared.Examine;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.IdentityManagement;
namespace Content.Shared.Traits.Assorted;
///
/// This handles permanent blindness, both the examine and the actual effect.
///
public sealed class PermanentBlindnessSystem : EntitySystem
{
[Dependency] private readonly BlindableSystem _blinding = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnShutdown);
SubscribeLocalEvent(OnExamined);
}
private void OnExamined(Entity blindness, ref ExaminedEvent args)
{
if (args.IsInDetailsRange && blindness.Comp.Blindness == 0)
{
args.PushMarkup(Loc.GetString("permanent-blindness-trait-examined", ("target", Identity.Entity(blindness, EntityManager))));
}
}
private void OnShutdown(Entity blindness, ref ComponentShutdown args)
{
if (!TryComp(blindness.Owner, out var blindable))
return;
if (blindable.MinDamage != 0)
{
_blinding.SetMinDamage((blindness.Owner, blindable), 0);
}
// Heal all eye damage when the component is removed.
// Otherwise you would still be blind, but not *permanently* blind, meaning you have to heal the eye damage with oculine.
// This is needed for changelings that transform from a blind player to a non-blind one.
_blinding.AdjustEyeDamage((blindness.Owner, blindable), -blindable.EyeDamage);
}
private void OnMapInit(Entity blindness, ref MapInitEvent args)
{
if (!TryComp(blindness.Owner, out var blindable))
return;
if (blindness.Comp.Blindness != 0)
_blinding.SetMinDamage((blindness.Owner, blindable), blindness.Comp.Blindness);
else
{
var maxMagnitudeInt = (int)BlurryVisionComponent.MaxMagnitude;
_blinding.SetMinDamage((blindness.Owner, blindable), maxMagnitudeInt);
}
}
}