Files
tbd-station-14/Content.Shared/Eye/Blinding/Systems/EyeClosingSystem.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

142 lines
5.1 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Eye.Blinding.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Shared.Eye.Blinding.Systems;
public sealed class EyeClosingSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyeClosingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<EyeClosingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<EyeClosingComponent, ToggleEyesActionEvent>(OnToggleAction);
SubscribeLocalEvent<EyeClosingComponent, CanSeeAttemptEvent>(OnTrySee);
SubscribeLocalEvent<EyeClosingComponent, AfterAutoHandleStateEvent>(OnHandleState);
}
private void OnMapInit(Entity<EyeClosingComponent> eyelids, ref MapInitEvent args)
{
_actionsSystem.AddAction(eyelids, ref eyelids.Comp.EyeToggleActionEntity, eyelids.Comp.EyeToggleAction);
Dirty(eyelids);
}
private void OnShutdown(Entity<EyeClosingComponent> eyelids, ref ComponentShutdown args)
{
_actionsSystem.RemoveAction(eyelids, eyelids.Comp.EyeToggleActionEntity);
SetEyelids((eyelids.Owner, eyelids.Comp), false);
}
private void OnToggleAction(Entity<EyeClosingComponent> eyelids, ref ToggleEyesActionEvent args)
{
if (args.Handled)
return;
args.Handled = true;
SetEyelids((eyelids.Owner, eyelids.Comp), !eyelids.Comp.EyesClosed);
}
private void OnHandleState(Entity<EyeClosingComponent> eyelids, ref AfterAutoHandleStateEvent args)
{
DoAudioFeedback((eyelids.Owner, eyelids.Comp), eyelids.Comp.EyesClosed);
}
private void OnTrySee(Entity<EyeClosingComponent> eyelids, ref CanSeeAttemptEvent args)
{
if (eyelids.Comp.EyesClosed)
args.Cancel();
}
/// <summary>
/// Checks whether or not the entity's eyelids are closed.
/// </summary>
/// <param name="eyelids">The entity that contains an EyeClosingComponent</param>
/// <returns>Exactly what this function says on the tin. True if eyes are closed, false if they're open.</returns>
public bool AreEyesClosed(Entity<EyeClosingComponent?> eyelids)
{
return Resolve(eyelids, ref eyelids.Comp, false) && eyelids.Comp.EyesClosed;
}
/// <summary>
/// Sets whether or not the entity's eyelids are closed.
/// </summary>
/// <param name="eyelids">The entity that contains an EyeClosingComponent</param>
/// <param name="value">Set to true to close the entity's eyes. Set to false to open them</param>
public void SetEyelids(Entity<EyeClosingComponent?> eyelids, bool value)
{
if (!Resolve(eyelids, ref eyelids.Comp))
return;
if (eyelids.Comp.EyesClosed == value)
return;
eyelids.Comp.EyesClosed = value;
Dirty(eyelids);
if (eyelids.Comp.EyeToggleActionEntity != null)
_actionsSystem.SetToggled(eyelids.Comp.EyeToggleActionEntity, eyelids.Comp.EyesClosed);
_blindableSystem.UpdateIsBlind(eyelids.Owner);
DoAudioFeedback(eyelids, eyelids.Comp.EyesClosed);
}
public void DoAudioFeedback(Entity<EyeClosingComponent?> eyelids, bool eyelidTarget)
{
if (!Resolve(eyelids, ref eyelids.Comp))
return;
if (!_net.IsClient || !_timing.IsFirstTimePredicted)
return;
if (eyelids.Comp.PreviousEyelidPosition == eyelidTarget)
return;
eyelids.Comp.PreviousEyelidPosition = eyelidTarget;
if (_playerManager.TryGetSessionByEntity(eyelids, out var session))
_audio.PlayGlobal(eyelidTarget ? eyelids.Comp.EyeCloseSound : eyelids.Comp.EyeOpenSound, session);
}
public void UpdateEyesClosable(Entity<BlindableComponent?> blindable)
{
if (!Resolve(blindable, ref blindable.Comp, false))
return;
var ev = new GetBlurEvent(blindable.Comp.EyeDamage);
RaiseLocalEvent(blindable.Owner, ev);
if (_entityManager.TryGetComponent<EyeClosingComponent>(blindable, out var eyelids) && !eyelids.NaturallyCreated)
return;
if (ev.Blur < BlurryVisionComponent.MaxMagnitude || ev.Blur >= BlindableComponent.MaxDamage)
{
RemCompDeferred<EyeClosingComponent>(blindable);
return;
}
var naturalEyelids = EnsureComp<EyeClosingComponent>(blindable);
naturalEyelids.NaturallyCreated = true;
Dirty(blindable);
}
}
public sealed partial class ToggleEyesActionEvent : InstantActionEvent
{
}