* blindness rework - damaged eyes now simulate legal blindness * hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA * attributions * makes eyeclosecomponent adminbus compatible * useshader(null)
72 lines
2.2 KiB
C#
72 lines
2.2 KiB
C#
using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlurryVisionSystem : EntitySystem
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
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SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
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}
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private void OnGetBlur(Entity<VisionCorrectionComponent> glasses, ref InventoryRelayedEvent<GetBlurEvent> args)
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{
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args.Args.Blur += glasses.Comp.VisionBonus;
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args.Args.CorrectionPower *= glasses.Comp.CorrectionPower;
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}
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public void UpdateBlurMagnitude(Entity<BlindableComponent?> ent)
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{
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if (!Resolve(ent.Owner, ref ent.Comp, false))
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return;
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var ev = new GetBlurEvent(ent.Comp.EyeDamage);
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RaiseLocalEvent(ent, ev);
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var blur = Math.Clamp(ev.Blur, 0, BlurryVisionComponent.MaxMagnitude);
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if (blur <= 0)
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{
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RemCompDeferred<BlurryVisionComponent>(ent);
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return;
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}
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var blurry = EnsureComp<BlurryVisionComponent>(ent);
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blurry.Magnitude = blur;
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blurry.CorrectionPower = ev.CorrectionPower;
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Dirty(ent, blurry);
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}
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private void OnGlassesEquipped(Entity<VisionCorrectionComponent> glasses, ref GotEquippedEvent args)
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{
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UpdateBlurMagnitude(args.Equipee);
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}
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private void OnGlassesUnequipped(Entity<VisionCorrectionComponent> glasses, ref GotUnequippedEvent args)
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{
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UpdateBlurMagnitude(args.Equipee);
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}
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}
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public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public readonly float BaseBlur;
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public float Blur;
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public float CorrectionPower = BlurryVisionComponent.DefaultCorrectionPower;
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public GetBlurEvent(float blur)
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{
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Blur = blur;
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BaseBlur = blur;
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}
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public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
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}
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