Files
tbd-station-14/Content.Shared/Eye/Blinding/SharedBlindingSystem.cs
metalgearsloth 007b079330 Fix some comp dirty / appearance warnings (#13193)
* Fix some comp dirty / appearance warnings

* also dis
2022-12-27 17:58:53 +01:00

199 lines
7.0 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Inventory;
using Content.Shared.Rejuvenate;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using JetBrains.Annotations;
namespace Content.Shared.Eye.Blinding
{
public sealed class SharedBlindingSystem : EntitySystem
{
public const string BlindingStatusEffect = "TemporaryBlindness";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlindableComponent, ComponentGetState>(OnGetBlindableState);
SubscribeLocalEvent<BlindableComponent, ComponentHandleState>(OnHandleBlindableState);
SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
SubscribeLocalEvent<BlurryVisionComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnGetBlindableState(EntityUid uid, BlindableComponent component, ref ComponentGetState args)
{
args.State = new BlindableComponentState(component.Sources);
}
private void OnHandleBlindableState(EntityUid uid, BlindableComponent component, ref ComponentHandleState args)
{
if (args.Current is not BlindableComponentState cast)
return;
component.Sources = cast.Sources;
}
private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
{
if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
return;
// Is the clothing in its actual slot?
if (!clothing.Slots.HasFlag(args.SlotFlags))
return;
component.IsActive = true;
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
return;
AdjustBlindSources(args.Equipee, 1, blindComp);
}
private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
{
if (!component.IsActive)
return;
component.IsActive = false;
if (!TryComp<BlindableComponent>(args.Equipee, out var blindComp))
return;
AdjustBlindSources(args.Equipee, -1, blindComp);
}
private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
{
if (!TryComp<ClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
return;
// Is the clothing in its actual slot?
if (!clothing.Slots.HasFlag(args.SlotFlags))
return;
if (!TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
return;
component.IsActive = true;
blur.Magnitude += component.VisionBonus;
Dirty(blur);
}
private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
{
if (!component.IsActive || !TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
return;
component.IsActive = false;
blur.Magnitude -= component.VisionBonus;
Dirty(blur);
}
private void OnGetState(EntityUid uid, BlurryVisionComponent component, ref ComponentGetState args)
{
args.State = new BlurryVisionComponentState(component.Magnitude);
}
private void OnInit(EntityUid uid, TemporaryBlindnessComponent component, ComponentInit args)
{
AdjustBlindSources(uid, 1);
}
private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
{
AdjustBlindSources(uid, -1);
}
private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
{
AdjustEyeDamage(uid, -component.EyeDamage, component);
}
[PublicAPI]
public void AdjustBlindSources(EntityUid uid, int amount, BlindableComponent? blindable = null)
{
if (!Resolve(uid, ref blindable, false))
return;
var oldSources = blindable.Sources;
blindable.Sources += amount;
blindable.Sources = Math.Max(blindable.Sources, 0);
if (oldSources == 0 && blindable.Sources > 0)
{
var ev = new BlindnessChangedEvent(true);
RaiseLocalEvent(uid, ev, false);
}
else if (blindable.Sources == 0 && oldSources > 0)
{
var ev = new BlindnessChangedEvent(false);
RaiseLocalEvent(uid, ev, false);
}
Dirty(blindable);
}
public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
{
if (!Resolve(uid, ref blindable, false))
return;
blindable.EyeDamage += amount;
if (blindable.EyeDamage > 0)
{
var blurry = EnsureComp<BlurryVisionComponent>(uid);
blurry.Magnitude = (9 - blindable.EyeDamage);
Dirty(blurry);
}
else
{
RemComp<BlurryVisionComponent>(uid);
}
if (!blindable.EyeTooDamaged && blindable.EyeDamage >= 8)
{
blindable.EyeTooDamaged = true;
AdjustBlindSources(uid, 1, blindable);
}
if (blindable.EyeTooDamaged && blindable.EyeDamage < 8)
{
blindable.EyeTooDamaged = false;
AdjustBlindSources(uid, -1, blindable);
}
blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, 8);
}
}
// I have no idea why blurry vision needs this but blindness doesn't
[Serializable, NetSerializable]
public sealed class BlurryVisionComponentState : ComponentState
{
public float Magnitude;
public BlurryVisionComponentState(float magnitude)
{
Magnitude = magnitude;
}
}
/// <summary>
/// You became blind or lost blindess, not just changed # of sources.
/// </summary>
public sealed class BlindnessChangedEvent : EntityEventArgs
{
public bool Blind;
public BlindnessChangedEvent(bool blind)
{
Blind = blind;
}
}
}