# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
282 lines
12 KiB
C#
282 lines
12 KiB
C#
using Content.Shared._Sunrise.Flash.Components; // Sunrise-Edit
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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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using Content.Shared.Movement.Systems;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Clothing.Components;
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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 MovementModStatusSystem _movementMod = 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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SubscribeLocalEvent<FlashModifierComponent, FlashAttemptEvent>(OnModifierFlashAttempt); // Sunrise-Edit
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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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flashDuration *= attempt.Multiplier; // Sunrise-Edit
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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.TryUpdateParalyzeDuration(target, stunDuration.Value);
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else
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_movementMod.TryUpdateMovementSpeedModDuration(target, MovementModStatusSystem.FlashSlowdown, flashDuration, 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);
|
|
foreach (var entity in _entSet)
|
|
{
|
|
// TODO: Use RandomPredicted https://github.com/space-wizards/RobustToolbox/pull/5849
|
|
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(entity).Id);
|
|
var rand = new System.Random(seed);
|
|
if (!rand.Prob(probability))
|
|
continue;
|
|
|
|
// Is the entity affected by the flash either through status effects or by taking damage?
|
|
if (!_statusEffectsQuery.HasComponent(entity) && !_damagedByFlashingQuery.HasComponent(entity))
|
|
continue;
|
|
|
|
// Check for entites in view.
|
|
// Put DamagedByFlashingComponent in the predicate because shadow anomalies block vision.
|
|
if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => _damagedByFlashingQuery.HasComponent(e)))
|
|
continue;
|
|
|
|
Flash(entity, user, source, flashDuration, slowTo, displayPopup);
|
|
}
|
|
|
|
_audio.PlayPredicted(sound, source, user, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
|
|
}
|
|
|
|
// Handle the flash visuals
|
|
// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var curTime = _timing.CurTime;
|
|
var query = EntityQueryEnumerator<ActiveFlashComponent>();
|
|
while (query.MoveNext(out var uid, out var active))
|
|
{
|
|
// reset the visuals and remove the component
|
|
if (active.ActiveUntil < curTime)
|
|
{
|
|
_appearance.SetData(uid, FlashVisuals.Flashing, false);
|
|
RemCompDeferred<ActiveFlashComponent>(uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnPermanentBlindnessFlashAttempt(Entity<PermanentBlindnessComponent> ent, ref FlashAttemptEvent args)
|
|
{
|
|
// check for total blindness
|
|
if (ent.Comp.Blindness == 0)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnTemporaryBlindnessFlashAttempt(Entity<TemporaryBlindnessComponent> ent, ref FlashAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnFlashImmunityFlashAttempt(Entity<FlashImmunityComponent> ent, ref FlashAttemptEvent args)
|
|
{
|
|
if (TryComp<MaskComponent>(ent, out var mask) && mask.IsToggled)
|
|
return;
|
|
|
|
if (ent.Comp.Enabled)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
if (ent.Comp.ShowInExamine)
|
|
args.PushMarkup(Loc.GetString("flash-protection"));
|
|
}
|
|
private void OnModifierFlashAttempt(Entity<FlashModifierComponent> ent, ref FlashAttemptEvent args) // Sunrise-Edit
|
|
{
|
|
args.Multiplier *= ent.Comp.Modifier;
|
|
}
|
|
}
|