Files
tbd-station-14/Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
Leon Friedrich 84299cae63 Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-04-29 15:32:14 +10:00

73 lines
2.2 KiB
C#

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;
}