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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
using Content.Shared.Camera;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Rejuvenate;
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using JetBrains.Annotations;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlindableSystem : EntitySystem
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{
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[Dependency] private readonly BlurryVisionSystem _blurriness = default!;
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[Dependency] private readonly EyeClosingSystem _eyelids = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<BlindableComponent, EyeDamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<BlindableComponent, GetEyePvsScaleAttemptEvent>(OnGetEyePvsScaleAttemptEvent);
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SubscribeLocalEvent<BlindableComponent, GetEyeOffsetAttemptEvent>(OnGetEyeOffsetAttemptEvent);
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}
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private void OnRejuvenate(Entity<BlindableComponent> ent, ref RejuvenateEvent args)
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{
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AdjustEyeDamage((ent.Owner, ent.Comp), -ent.Comp.EyeDamage);
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}
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private void OnDamageChanged(Entity<BlindableComponent> ent, ref EyeDamageChangedEvent args)
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{
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_blurriness.UpdateBlurMagnitude((ent.Owner, ent.Comp));
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_eyelids.UpdateEyesClosable((ent.Owner, ent.Comp));
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}
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private void OnGetEyePvsScaleAttemptEvent(Entity<BlindableComponent> ent, ref GetEyePvsScaleAttemptEvent args)
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{
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if (ent.Comp.IsBlind)
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args.Cancelled = true;
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}
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private void OnGetEyeOffsetAttemptEvent(Entity<BlindableComponent> ent, ref GetEyeOffsetAttemptEvent args)
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{
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if (ent.Comp.IsBlind)
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args.Cancelled = true;
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}
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[PublicAPI]
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public void UpdateIsBlind(Entity<BlindableComponent?> blindable)
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{
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if (!Resolve(blindable, ref blindable.Comp, false))
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return;
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var old = blindable.Comp.IsBlind;
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// Don't bother raising an event if the eye is too damaged.
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if (blindable.Comp.EyeDamage >= blindable.Comp.MaxDamage)
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{
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blindable.Comp.IsBlind = true;
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}
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else
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{
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var ev = new CanSeeAttemptEvent();
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RaiseLocalEvent(blindable.Owner, ev);
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blindable.Comp.IsBlind = ev.Blind;
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}
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if (old == blindable.Comp.IsBlind)
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return;
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var changeEv = new BlindnessChangedEvent(blindable.Comp.IsBlind);
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RaiseLocalEvent(blindable.Owner, ref changeEv);
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Dirty(blindable);
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}
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public void AdjustEyeDamage(Entity<BlindableComponent?> blindable, int amount)
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{
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if (!Resolve(blindable, ref blindable.Comp, false) || amount == 0)
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return;
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blindable.Comp.EyeDamage += amount;
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UpdateEyeDamage(blindable, true);
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}
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private void UpdateEyeDamage(Entity<BlindableComponent?> blindable, bool isDamageChanged)
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{
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if (!Resolve(blindable, ref blindable.Comp, false))
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return;
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var previousDamage = blindable.Comp.EyeDamage;
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blindable.Comp.EyeDamage = Math.Clamp(blindable.Comp.EyeDamage, blindable.Comp.MinDamage, blindable.Comp.MaxDamage);
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Dirty(blindable);
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if (!isDamageChanged && previousDamage == blindable.Comp.EyeDamage)
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return;
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UpdateIsBlind(blindable);
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var ev = new EyeDamageChangedEvent(blindable.Comp.EyeDamage);
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RaiseLocalEvent(blindable.Owner, ref ev);
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}
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public void SetMinDamage(Entity<BlindableComponent?> blindable, int amount)
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{
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if (!Resolve(blindable, ref blindable.Comp, false))
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return;
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blindable.Comp.MinDamage = amount;
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UpdateEyeDamage(blindable, false);
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}
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}
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/// <summary>
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/// This event is raised when an entity's blindness changes
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/// </summary>
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[ByRefEvent]
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public record struct BlindnessChangedEvent(bool Blind);
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/// <summary>
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/// This event is raised when an entity's eye damage changes
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/// </summary>
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[ByRefEvent]
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public record struct EyeDamageChangedEvent(int Damage);
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/// <summary>
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/// Raised directed at an entity to see whether the entity is currently blind or not.
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/// </summary>
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public sealed class CanSeeAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public bool Blind => Cancelled;
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public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
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}
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public sealed class GetEyeProtectionEvent : EntityEventArgs, IInventoryRelayEvent
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{
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/// <summary>
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/// Time to subtract from any temporary blindness sources.
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/// </summary>
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public TimeSpan Protection;
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public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
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}
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