266 lines
11 KiB
C#
266 lines
11 KiB
C#
using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Flash.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Light;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Timing;
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using Content.Shared.Traits.Assorted;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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namespace Content.Shared.Flash;
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public abstract class SharedFlashSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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private EntityQuery<StatusEffectsComponent> _statusEffectsQuery;
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private EntityQuery<DamagedByFlashingComponent> _damagedByFlashingQuery;
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private HashSet<EntityUid> _entSet = new();
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// The tag to add when a flash has no charges left.
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private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
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// The key string for the status effect.
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public ProtoId<StatusEffectPrototype> FlashedKey = "Flashed";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
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SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand);
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SubscribeLocalEvent<FlashComponent, LightToggleEvent>(OnLightToggle);
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SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
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SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
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Subs.SubscribeWithRelay<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt, held: false);
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SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
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_statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
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_damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
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}
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private void OnFlashMeleeHit(Entity<FlashComponent> ent, ref MeleeHitEvent args)
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{
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if (!ent.Comp.FlashOnMelee ||
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!args.IsHit ||
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!args.HitEntities.Any() ||
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!UseFlash(ent, args.User))
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{
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return;
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}
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args.Handled = true;
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foreach (var target in args.HitEntities)
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{
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Flash(target, args.User, ent.Owner, ent.Comp.MeleeDuration, ent.Comp.SlowTo, melee: true, stunDuration: ent.Comp.MeleeStunDuration);
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}
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}
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private void OnFlashUseInHand(Entity<FlashComponent> ent, ref UseInHandEvent args)
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{
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if (!ent.Comp.FlashOnUse || args.Handled || !UseFlash(ent, args.User))
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return;
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args.Handled = true;
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FlashArea(ent.Owner, args.User, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
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}
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// needed for the flash lantern and interrogator lamp
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// TODO: This is awful and all the different components for toggleable lights need to be unified and changed to use Itemtoggle
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private void OnLightToggle(Entity<FlashComponent> ent, ref LightToggleEvent args)
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{
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if (!args.IsOn || !UseFlash(ent, null))
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return;
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FlashArea(ent.Owner, null, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
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}
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/// <summary>
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/// Use charges and set the visuals.
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/// </summary>
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/// <returns>False if no charges are left or the flash is currently in use.</returns>
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private bool UseFlash(Entity<FlashComponent> ent, EntityUid? user)
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{
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if (_useDelay.IsDelayed(ent.Owner))
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return false;
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if (TryComp<LimitedChargesComponent>(ent.Owner, out var charges)
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&& _sharedCharges.IsEmpty((ent.Owner, charges)))
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return false;
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_sharedCharges.TryUseCharge((ent.Owner, charges));
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_audio.PlayPredicted(ent.Comp.Sound, ent.Owner, user);
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var active = EnsureComp<ActiveFlashComponent>(ent.Owner);
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active.ActiveUntil = _timing.CurTime + ent.Comp.FlashingTime;
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Dirty(ent.Owner, active);
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_appearance.SetData(ent.Owner, FlashVisuals.Flashing, true);
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if (_sharedCharges.IsEmpty((ent.Owner, charges)))
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{
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_appearance.SetData(ent.Owner, FlashVisuals.Burnt, true);
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_tag.AddTag(ent.Owner, TrashTag);
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_popup.PopupClient(Loc.GetString("flash-component-becomes-empty"), user);
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}
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return true;
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}
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/// <summary>
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/// Cause an entity to be flashed, obstructing their vision, slowing them down and stunning them.
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/// In case of a melee attack this will do a check for revolutionary conversion.
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/// </summary>
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/// <param name="target">The mob to be flashed.</param>
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/// <param name="user">The mob causing the flash, if any.</param>
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/// <param name="used">The item causing the flash, if any.</param>
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/// <param name="flashDuration">The time target will be affected by the flash.</param>
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/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
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/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
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/// <param name="melee">Was this flash caused by a melee attack? Used for checking for revolutionary conversion.</param>
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/// <param name="stunDuration">The time the target will be stunned. If null the target will be slowed down instead.</param>
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public void Flash(
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EntityUid target,
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EntityUid? user,
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EntityUid? used,
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TimeSpan flashDuration,
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float slowTo,
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bool displayPopup = true,
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bool melee = false,
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TimeSpan? stunDuration = null)
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{
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var attempt = new FlashAttemptEvent(target, user, used);
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RaiseLocalEvent(target, ref attempt, true);
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if (attempt.Cancelled)
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return;
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// don't paralyze, slowdown or convert to rev if the target is immune to flashes
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if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, flashDuration, true))
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return;
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if (stunDuration != null)
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_stun.TryParalyze(target, stunDuration.Value, true);
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else
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_stun.TrySlowdown(target, flashDuration, true, slowTo, slowTo);
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if (displayPopup && user != null && target != user && Exists(user.Value))
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{
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_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
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("user", Identity.Entity(user.Value, EntityManager))), target, target);
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}
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var ev = new AfterFlashedEvent(target, user, used, melee);
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RaiseLocalEvent(target, ref ev);
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if (user != null)
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RaiseLocalEvent(user.Value, ref ev);
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if (used != null)
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RaiseLocalEvent(used.Value, ref ev);
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}
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/// <summary>
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/// Cause all entities in range of a source entity to be flashed.
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/// </summary>
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/// <param name="source">The source of the flash, which will be at the epicenter.</param>
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/// <param name="user">The mob causing the flash, if any.</param>
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/// <param name="flashDuration">The time target will be affected by the flash.</param>
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/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
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/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
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/// <param name="probability">Chance to be flashed. Rolled separately for each target in range.</param>
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/// <param name="sound">Additional sound to play at the source.</param>
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public void FlashArea(EntityUid source, EntityUid? user, float range, TimeSpan flashDuration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
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{
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var transform = Transform(source);
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var mapPosition = _transform.GetMapCoordinates(transform);
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_entSet.Clear();
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_entityLookup.GetEntitiesInRange(transform.Coordinates, range, _entSet);
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foreach (var entity in _entSet)
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{
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// TODO: Use RandomPredicted https://github.com/space-wizards/RobustToolbox/pull/5849
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var rand = new System.Random((int)_timing.CurTick.Value + GetNetEntity(entity).Id);
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if (!rand.Prob(probability))
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continue;
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// Is the entity affected by the flash either through status effects or by taking damage?
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if (!_statusEffectsQuery.HasComponent(entity) && !_damagedByFlashingQuery.HasComponent(entity))
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continue;
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// Check for entites in view.
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// Put DamagedByFlashingComponent in the predicate because shadow anomalies block vision.
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if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => _damagedByFlashingQuery.HasComponent(e)))
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continue;
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Flash(entity, user, source, flashDuration, slowTo, displayPopup);
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}
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_audio.PlayPredicted(sound, source, user, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
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}
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// Handle the flash visuals
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// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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var query = EntityQueryEnumerator<ActiveFlashComponent>();
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while (query.MoveNext(out var uid, out var active))
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{
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// reset the visuals and remove the component
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if (active.ActiveUntil < curTime)
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{
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_appearance.SetData(uid, FlashVisuals.Flashing, false);
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RemCompDeferred<ActiveFlashComponent>(uid);
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}
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}
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}
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private void OnPermanentBlindnessFlashAttempt(Entity<PermanentBlindnessComponent> ent, ref FlashAttemptEvent args)
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{
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// check for total blindness
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if (ent.Comp.Blindness == 0)
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args.Cancelled = true;
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}
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private void OnTemporaryBlindnessFlashAttempt(Entity<TemporaryBlindnessComponent> ent, ref FlashAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnFlashImmunityFlashAttempt(Entity<FlashImmunityComponent> ent, ref FlashAttemptEvent args)
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{
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if (ent.Comp.Enabled)
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args.Cancelled = true;
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}
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private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("flash-protection"));
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}
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}
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