Files
tbd-station-14/Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
deathride58 aa6645c8e9 Blindness rework - damaged eyes are now a stylized simulation of legal blindness (#23212)
* blindness rework - damaged eyes now simulate legal blindness

* hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA

* attributions

* makes eyeclosecomponent adminbus compatible

* useshader(null)
2024-01-03 01:07:02 -08:00

72 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
{
[Dependency] private readonly IEntityManager _entityManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
}
private void OnGetBlur(Entity<VisionCorrectionComponent> glasses, ref InventoryRelayedEvent<GetBlurEvent> args)
{
args.Args.Blur += glasses.Comp.VisionBonus;
args.Args.CorrectionPower *= glasses.Comp.CorrectionPower;
}
public void UpdateBlurMagnitude(Entity<BlindableComponent?> ent)
{
if (!Resolve(ent.Owner, ref ent.Comp, false))
return;
var ev = new GetBlurEvent(ent.Comp.EyeDamage);
RaiseLocalEvent(ent, ev);
var blur = Math.Clamp(ev.Blur, 0, BlurryVisionComponent.MaxMagnitude);
if (blur <= 0)
{
RemCompDeferred<BlurryVisionComponent>(ent);
return;
}
var blurry = EnsureComp<BlurryVisionComponent>(ent);
blurry.Magnitude = blur;
blurry.CorrectionPower = ev.CorrectionPower;
Dirty(ent, blurry);
}
private void OnGlassesEquipped(Entity<VisionCorrectionComponent> glasses, ref GotEquippedEvent args)
{
UpdateBlurMagnitude(args.Equipee);
}
private void OnGlassesUnequipped(Entity<VisionCorrectionComponent> glasses, ref GotUnequippedEvent args)
{
UpdateBlurMagnitude(args.Equipee);
}
}
public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
{
public readonly float BaseBlur;
public float Blur;
public float CorrectionPower = BlurryVisionComponent.DefaultCorrectionPower;
public GetBlurEvent(float blur)
{
Blur = blur;
BaseBlur = blur;
}
public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
}