# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
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);
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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 seed = SharedRandomExtensions.HashCodeCombine(new() { (int)_timing.CurTick.Value, GetNetEntity(entity).Id });
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var rand = new System.Random(seed);
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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 (TryComp<MaskComponent>(ent, out var mask) && mask.IsToggled)
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return;
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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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if (ent.Comp.ShowInExamine)
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args.PushMarkup(Loc.GetString("flash-protection"));
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}
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private void OnModifierFlashAttempt(Entity<FlashModifierComponent> ent, ref FlashAttemptEvent args) // Sunrise-Edit
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{
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args.Multiplier *= ent.Comp.Modifier;
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}
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}
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