using Content.Shared.Flash;
using Content.Shared.Flash.Components;
-using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
using Content.Server.Chat.Systems;
using Content.Server.Emp;
using Content.Server.Explosion.EntitySystems;
-using Content.Server.Flash;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Medical;
using Content.Server.Traits.Assorted;
using Content.Server.Zombies;
using Content.Shared.Atmos;
-using Content.Shared.Audio;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.EntityEffects.EffectConditions;
using Content.Shared.EntityEffects.Effects.PlantMetabolism;
-using Content.Shared.EntityEffects.Effects.StatusEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.EntityEffects;
+using Content.Shared.Flash;
using Content.Shared.Maps;
using Content.Shared.Mind.Components;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
-using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
[Dependency] private readonly EmpSystem _emp = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
- [Dependency] private readonly FlashSystem _flash = default!;
+ [Dependency] private readonly SharedFlashSystem _flash = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
args.Args.TargetEntity,
null,
range,
- args.Effect.Duration * 1000,
+ args.Effect.Duration,
slowTo: args.Effect.SlowTo,
sound: args.Effect.Sound);
using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Explosion.Components;
-using Content.Server.Flash;
+using Content.Shared.Flash;
using Content.Server.Electrocution;
using Content.Server.Pinpointer;
using Content.Shared.Chemistry.EntitySystems;
{
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
- [Dependency] private readonly FlashSystem _flashSystem = default!;
+ [Dependency] private readonly SharedFlashSystem _flashSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
{
- // TODO Make flash durations sane ffs.
- _flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f, probability: component.Probability);
+ _flashSystem.FlashArea(uid, args.User, component.Range, component.Duration, probability: component.Probability);
args.Handled = true;
}
+++ /dev/null
-using Content.Shared.Damage;
-using Robust.Shared.Prototypes;
-
-namespace Content.Server.Flash.Components;
-
-[RegisterComponent, Access(typeof(DamagedByFlashingSystem))]
-public sealed partial class DamagedByFlashingComponent : Component
-{
- /// <summary>
- /// damage from flashing
- /// </summary>
- [DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
- public DamageSpecifier FlashDamage = new();
-}
+++ /dev/null
-namespace Content.Server.Flash.Components;
-
-/// <summary>
-/// Makes the entity immune to being flashed.
-/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
-/// </summary>
-[RegisterComponent, Access(typeof(FlashSystem))]
-public sealed partial class FlashImmunityComponent : Component
-{
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("enabled")]
- public bool Enabled { get; set; } = true;
-}
-using System.Linq;
-using Content.Server.Flash.Components;
-using Content.Shared.Flash.Components;
-using Content.Server.Light.EntitySystems;
-using Content.Server.Popups;
-using Content.Server.Stunnable;
-using Content.Shared.Charges.Components;
-using Content.Shared.Charges.Systems;
-using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
-using Content.Shared.IdentityManagement;
-using Content.Shared.Interaction.Events;
-using Content.Shared.Inventory;
-using Content.Shared.Tag;
-using Content.Shared.Traits.Assorted;
-using Content.Shared.Weapons.Melee.Events;
-using Content.Shared.StatusEffect;
-using Content.Shared.Examine;
-using Robust.Server.Audio;
-using Robust.Server.GameObjects;
-using Robust.Shared.Audio;
-using Robust.Shared.Random;
-using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
-using Robust.Shared.Prototypes;
-namespace Content.Server.Flash
-{
- internal sealed class FlashSystem : SharedFlashSystem
- {
- [Dependency] private readonly AppearanceSystem _appearance = default!;
- [Dependency] private readonly AudioSystem _audio = default!;
- [Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
- [Dependency] private readonly EntityLookupSystem _entityLookup = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] private readonly ExamineSystemShared _examine = default!;
- [Dependency] private readonly InventorySystem _inventory = default!;
- [Dependency] private readonly PopupSystem _popup = default!;
- [Dependency] private readonly StunSystem _stun = default!;
- [Dependency] private readonly TagSystem _tag = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
+namespace Content.Server.Flash;
- private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
-
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
- SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
- // ran before toggling light for extra-bright lantern
- SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand, before: new[] { typeof(HandheldLightSystem) });
- SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(OnInventoryFlashAttempt);
- SubscribeLocalEvent<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt);
- SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
- SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
- }
-
- private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
-
- {
- args.PushMarkup(Loc.GetString("flash-protection"));
- }
-
- private void OnFlashMeleeHit(EntityUid uid, FlashComponent comp, MeleeHitEvent args)
- {
- if (!args.IsHit ||
- !args.HitEntities.Any() ||
- !UseFlash(uid, comp, args.User))
- {
- return;
- }
-
- args.Handled = true;
- foreach (var e in args.HitEntities)
- {
- Flash(e, args.User, uid, comp.FlashDuration, comp.SlowTo, melee: true, stunDuration: comp.MeleeStunDuration);
- }
- }
-
- private void OnFlashUseInHand(EntityUid uid, FlashComponent comp, UseInHandEvent args)
- {
- if (args.Handled || !UseFlash(uid, comp, args.User))
- return;
-
- args.Handled = true;
- FlashArea(uid, args.User, comp.Range, comp.AoeFlashDuration, comp.SlowTo, true, comp.Probability);
- }
-
- private bool UseFlash(EntityUid uid, FlashComponent comp, EntityUid user)
- {
- if (comp.Flashing)
- return false;
-
- TryComp<LimitedChargesComponent>(uid, out var charges);
- if (_sharedCharges.IsEmpty((uid, charges)))
- return false;
-
- _sharedCharges.TryUseCharge((uid, charges));
- _audio.PlayPvs(comp.Sound, uid);
- comp.Flashing = true;
- _appearance.SetData(uid, FlashVisuals.Flashing, true);
-
- if (_sharedCharges.IsEmpty((uid, charges)))
- {
- _appearance.SetData(uid, FlashVisuals.Burnt, true);
- _tag.AddTag(uid, TrashTag);
- _popup.PopupEntity(Loc.GetString("flash-component-becomes-empty"), user);
- }
-
- uid.SpawnTimer(400, () =>
- {
- _appearance.SetData(uid, FlashVisuals.Flashing, false);
- comp.Flashing = false;
- });
-
- return true;
- }
-
- public void Flash(EntityUid target,
- EntityUid? user,
- EntityUid? used,
- float flashDuration,
- float slowTo,
- bool displayPopup = true,
- bool melee = false,
- TimeSpan? stunDuration = null)
- {
- var attempt = new FlashAttemptEvent(target, user, used);
- RaiseLocalEvent(target, attempt, true);
-
- if (attempt.Cancelled)
- return;
-
- // don't paralyze, slowdown or convert to rev if the target is immune to flashes
- if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, TimeSpan.FromSeconds(flashDuration / 1000f), true))
- return;
-
- if (stunDuration != null)
- {
- _stun.TryParalyze(target, stunDuration.Value, true);
- }
- else
- {
- _stun.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration / 1000f), true,
- slowTo, slowTo);
- }
-
- if (displayPopup && user != null && target != user && Exists(user.Value))
- {
- _popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
- ("user", Identity.Entity(user.Value, EntityManager))), target, target);
- }
-
- if (melee)
- {
- var ev = new AfterFlashedEvent(target, user, used);
- if (user != null)
- RaiseLocalEvent(user.Value, ref ev);
- if (used != null)
- RaiseLocalEvent(used.Value, ref ev);
- }
- }
-
- public override void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
- {
- var transform = Transform(source);
- var mapPosition = _transform.GetMapCoordinates(transform);
- var statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
- var damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
-
- foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
- {
- if (!_random.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;
-
- // They shouldn't have flash removed in between right?
- Flash(entity, user, source, duration, slowTo, displayPopup);
- }
-
- _audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
- }
-
- private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
- {
- foreach (var slot in new[] { "head", "eyes", "mask" })
- {
- if (args.Cancelled)
- break;
- if (_inventory.TryGetSlotEntity(uid, slot, out var item, component))
- RaiseLocalEvent(item.Value, args, true);
- }
- }
-
- private void OnFlashImmunityFlashAttempt(EntityUid uid, FlashImmunityComponent component, FlashAttemptEvent args)
- {
- if (component.Enabled)
- args.Cancel();
- }
-
- private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
- {
- // check for total blindness
- if (component.Blindness == 0)
- args.Cancel();
- }
-
- private void OnTemporaryBlindnessFlashAttempt(EntityUid uid, TemporaryBlindnessComponent component, FlashAttemptEvent args)
- {
- args.Cancel();
- }
- }
-
- /// <summary>
- /// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
- /// Raised on the target hit by the flash, the user of the flash and the flash used.
- /// </summary>
- public sealed class FlashAttemptEvent : CancellableEntityEventArgs
- {
- public readonly EntityUid Target;
- public readonly EntityUid? User;
- public readonly EntityUid? Used;
-
- public FlashAttemptEvent(EntityUid target, EntityUid? user, EntityUid? used)
- {
- Target = target;
- User = user;
- Used = used;
- }
- }
- /// <summary>
- /// Called after a flash is used via melee on another person to check for rev conversion.
- /// Raised on the target hit by the flash, the user of the flash and the flash used.
- /// </summary>
- [ByRefEvent]
- public readonly struct AfterFlashedEvent
- {
- public readonly EntityUid Target;
- public readonly EntityUid? User;
- public readonly EntityUid? Used;
-
- public AfterFlashedEvent(EntityUid target, EntityUid? user, EntityUid? used)
- {
- Target = target;
- User = user;
- Used = used;
- }
- }
-}
+public sealed class FlashSystem : SharedFlashSystem;
using Content.Server.Administration.Logs;
using Content.Server.Antag;
using Content.Server.EUI;
-using Content.Server.Flash;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Popups;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Systems;
using Content.Shared.Database;
+using Content.Shared.Flash;
using Content.Shared.GameTicking.Components;
using Content.Shared.Humanoid;
using Content.Shared.IdentityManagement;
/// </summary>
private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev)
{
+ if (uid != ev.User || !ev.Melee)
+ return;
+
var alwaysConvertible = HasComp<AlwaysRevolutionaryConvertibleComponent>(ev.Target);
if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible)
public float SlowTo = 0.5f;
/// <summary>
- /// The time entities will be flashed in seconds.
+ /// The time entities will be flashed.
/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
/// </summary>
[DataField]
- public float Duration = 4f;
+ public TimeSpan Duration = TimeSpan.FromSeconds(4);
/// <summary>
/// The prototype ID used for the visual effect.
--- /dev/null
+using Robust.Shared.GameStates;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
+
+namespace Content.Shared.Flash.Components;
+
+/// <summary>
+/// Marks an entity with the <see cref="FlashComponent"/> as currently flashing.
+/// Only used for an Update loop for resetting the visuals.
+/// </summary>
+/// <remarks>
+/// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
+/// </remarks>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
+[Access(typeof(SharedFlashSystem))]
+public sealed partial class ActiveFlashComponent : Component
+{
+ /// <summary>
+ /// Time at which this flash will be considered no longer active.
+ /// At this time this component will be removed.
+ /// </summary>
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
+ [AutoNetworkedField, AutoPausedField]
+ public TimeSpan ActiveUntil = TimeSpan.Zero;
+}
--- /dev/null
+using Content.Shared.Damage;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Flash.Components;
+
+/// <summary>
+/// This entity will take damage from flashes.
+/// </summary>
+[RegisterComponent, NetworkedComponent]
+[Access(typeof(DamagedByFlashingSystem))]
+public sealed partial class DamagedByFlashingComponent : Component
+{
+ /// <summary>
+ /// How much damage it will take.
+ /// </summary>
+ [DataField(required: true)]
+ public DamageSpecifier FlashDamage = new();
+}
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
-using Robust.Shared.Serialization;
-namespace Content.Shared.Flash.Components
+namespace Content.Shared.Flash.Components;
+
+/// <summary>
+/// Allows this entity to flash someone by using it or melee attacking with it.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(SharedFlashSystem))]
+public sealed partial class FlashComponent : Component
{
- [RegisterComponent, NetworkedComponent, Access(typeof(SharedFlashSystem))]
- public sealed partial class FlashComponent : Component
- {
+ /// <summary>
+ /// Flash the area around the entity when used in hand?
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool FlashOnUse = true;
- [DataField("duration")]
- [ViewVariables(VVAccess.ReadWrite)]
- public int FlashDuration { get; set; } = 5000;
+ /// <summary>
+ /// Flash the target when melee attacking them?
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool FlashOnMelee = true;
- /// <summary>
- /// How long a target is stunned when a melee flash is used.
- /// If null, melee flashes will not stun at all
- /// </summary>
- [DataField]
- public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
+ /// <summary>
+ /// Time the Flash will be visually flashing after use.
+ /// For the actual interaction delay use UseDelayComponent.
+ /// These two times should be the same.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public TimeSpan FlashingTime = TimeSpan.FromSeconds(4);
- [DataField("range")]
- [ViewVariables(VVAccess.ReadWrite)]
- public float Range { get; set; } = 7f;
+ /// <summary>
+ /// For how long the target will lose vision when melee attacked with the flash.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public TimeSpan MeleeDuration = TimeSpan.FromSeconds(5);
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("aoeFlashDuration")]
- public int AoeFlashDuration { get; set; } = 2000;
+ /// <summary>
+ /// For how long the target will lose vision when used in hand.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public TimeSpan AoeFlashDuration = TimeSpan.FromSeconds(2);
- [DataField("slowTo")]
- [ViewVariables(VVAccess.ReadWrite)]
- public float SlowTo { get; set; } = 0.5f;
+ /// <summary>
+ /// How long a target is stunned when a melee flash is used.
+ /// If null, melee flashes will not stun at all.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("sound")]
- public SoundSpecifier Sound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
- {
- Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
- };
+ /// <summary>
+ /// Range of the flash when using it.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float Range = 7f;
- public bool Flashing;
+ /// <summary>
+ /// Movement speed multiplier for slowing down the target while they are flashed.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float SlowTo = 0.5f;
- [DataField]
- public float Probability = 1f;
- }
+ /// <summary>
+ /// The sound to play when flashing.
+ /// </summary>
- [Serializable, NetSerializable]
- public enum FlashVisuals : byte
+ [DataField, AutoNetworkedField]
+ public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
{
- BaseLayer,
- LightLayer,
- Burnt,
- Flashing,
- }
+ Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
+ };
+
+ /// <summary>
+ /// The probability of sucessfully flashing someone.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float Probability = 1f;
}
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Flash.Components;
+
+/// <summary>
+/// Makes the entity immune to being flashed.
+/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(SharedFlashSystem))]
+public sealed partial class FlashImmunityComponent : Component
+{
+ /// <summary>
+ /// Is this component currently enabled?
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool Enabled = true;
+}
[RegisterComponent, NetworkedComponent]
public sealed partial class FlashOnTriggerComponent : Component
{
- [DataField] public float Range = 1.0f;
- [DataField] public float Duration = 8.0f;
- [DataField] public float Probability = 1.0f;
+ [DataField]
+ public float Range = 1.0f;
+
+ [DataField]
+ public TimeSpan Duration = TimeSpan.FromSeconds(8);
+
+ [DataField]
+ public float Probability = 1.0f;
}
namespace Content.Shared.Flash.Components;
/// <summary>
-/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
+/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
/// </summary>
[RegisterComponent, NetworkedComponent]
-public sealed partial class FlashedComponent : Component { }
+public sealed partial class FlashedComponent : Component;
-using Content.Server.Flash.Components;
+using Content.Shared.Flash.Components;
using Content.Shared.Damage;
-namespace Content.Server.Flash;
+namespace Content.Shared.Flash;
+
public sealed class DamagedByFlashingSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
SubscribeLocalEvent<DamagedByFlashingComponent, FlashAttemptEvent>(OnFlashAttempt);
}
+
+ // TODO: Attempt events should not be doing state changes. But using AfterFlashedEvent does not work because this entity cannot get the status effect.
+ // Best wait for Ed's status effect system rewrite.
private void OnFlashAttempt(Entity<DamagedByFlashingComponent> ent, ref FlashAttemptEvent args)
{
_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
- //TODO: It would be more logical if different flashes had different power,
- //and the damage would be inflicted depending on the strength of the flash.
+ // TODO: It would be more logical if different flashes had different power,
+ // and the damage would be inflicted depending on the strength of the flash.
}
}
--- /dev/null
+using Content.Shared.Inventory;
+
+namespace Content.Shared.Flash;
+
+/// <summary>
+/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
+/// Raised on the target hit by the flash and their inventory items.
+/// </summary>
+[ByRefEvent]
+public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false) : IInventoryRelayEvent
+{
+ SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
+}
+
+/// <summary>
+/// Called when a player is successfully flashed.
+/// Raised on the target hit by the flash, the user of the flash and the flash used.
+/// The Melee parameter is used to check for rev conversion.
+/// </summary>
+[ByRefEvent]
+public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);
--- /dev/null
+using Robust.Shared.Serialization;
+
+namespace Content.Shared.Flash;
+
+[Serializable, NetSerializable]
+public enum FlashVisuals : byte
+{
+ Burnt,
+ Flashing,
+}
+
+[Serializable, NetSerializable]
+public enum FlashVisualLayers : byte
+{
+ BaseLayer,
+ LightLayer,
+}
+using Content.Shared.Charges.Components;
+using Content.Shared.Charges.Systems;
+using Content.Shared.Examine;
+using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash.Components;
+using Content.Shared.IdentityManagement;
+using Content.Shared.Interaction.Events;
+using Content.Shared.Inventory;
+using Content.Shared.Light;
+using Content.Shared.Popups;
using Content.Shared.StatusEffect;
+using Content.Shared.Stunnable;
+using Content.Shared.Tag;
+using Content.Shared.Timing;
+using Content.Shared.Traits.Assorted;
+using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
+using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
+using Robust.Shared.Timing;
+using System.Linq;
namespace Content.Shared.Flash;
public abstract class SharedFlashSystem : EntitySystem
{
+ [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
+ [Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
+ [Dependency] private readonly EntityLookupSystem _entityLookup = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
+ [Dependency] private readonly ExamineSystemShared _examine = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+ [Dependency] private readonly SharedStunSystem _stun = default!;
+ [Dependency] private readonly TagSystem _tag = default!;
+ [Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
+ [Dependency] private readonly UseDelaySystem _useDelay = default!;
+
+ private EntityQuery<StatusEffectsComponent> _statusEffectsQuery;
+ private EntityQuery<DamagedByFlashingComponent> _damagedByFlashingQuery;
+ private HashSet<EntityUid> _entSet = new();
+
+ // The tag to add when a flash has no charges left.
+ private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
+ // The key string for the status effect.
public ProtoId<StatusEffectPrototype> FlashedKey = "Flashed";
- public virtual void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
+ SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand);
+ SubscribeLocalEvent<FlashComponent, LightToggleEvent>(OnLightToggle);
+ SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
+ SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
+ Subs.SubscribeWithRelay<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt, held: false);
+ SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
+
+ _statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
+ _damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
+ }
+
+ private void OnFlashMeleeHit(Entity<FlashComponent> ent, ref MeleeHitEvent args)
+ {
+ if (!ent.Comp.FlashOnMelee ||
+ !args.IsHit ||
+ !args.HitEntities.Any() ||
+ !UseFlash(ent, args.User))
+ {
+ return;
+ }
+
+ args.Handled = true;
+ foreach (var target in args.HitEntities)
+ {
+ Flash(target, args.User, ent.Owner, ent.Comp.MeleeDuration, ent.Comp.SlowTo, melee: true, stunDuration: ent.Comp.MeleeStunDuration);
+ }
+ }
+
+ private void OnFlashUseInHand(Entity<FlashComponent> ent, ref UseInHandEvent args)
+ {
+ if (!ent.Comp.FlashOnUse || args.Handled || !UseFlash(ent, args.User))
+ return;
+
+ args.Handled = true;
+ FlashArea(ent.Owner, args.User, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
+ }
+
+ // needed for the flash lantern and interrogator lamp
+ // TODO: This is awful and all the different components for toggleable lights need to be unified and changed to use Itemtoggle
+ private void OnLightToggle(Entity<FlashComponent> ent, ref LightToggleEvent args)
+ {
+ if (!args.IsOn || !UseFlash(ent, null))
+ return;
+
+ FlashArea(ent.Owner, null, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
+ }
+
+ /// <summary>
+ /// Use charges and set the visuals.
+ /// </summary>
+ /// <returns>False if no charges are left or the flash is currently in use.</returns>
+ private bool UseFlash(Entity<FlashComponent> ent, EntityUid? user)
+ {
+ if (_useDelay.IsDelayed(ent.Owner))
+ return false;
+
+ if (TryComp<LimitedChargesComponent>(ent.Owner, out var charges)
+ && _sharedCharges.IsEmpty((ent.Owner, charges)))
+ return false;
+
+ _sharedCharges.TryUseCharge((ent.Owner, charges));
+ _audio.PlayPredicted(ent.Comp.Sound, ent.Owner, user);
+
+ var active = EnsureComp<ActiveFlashComponent>(ent.Owner);
+ active.ActiveUntil = _timing.CurTime + ent.Comp.FlashingTime;
+ Dirty(ent.Owner, active);
+ _appearance.SetData(ent.Owner, FlashVisuals.Flashing, true);
+
+ if (_sharedCharges.IsEmpty((ent.Owner, charges)))
+ {
+ _appearance.SetData(ent.Owner, FlashVisuals.Burnt, true);
+ _tag.AddTag(ent.Owner, TrashTag);
+ _popup.PopupClient(Loc.GetString("flash-component-becomes-empty"), user);
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Cause an entity to be flashed, obstructing their vision, slowing them down and stunning them.
+ /// In case of a melee attack this will do a check for revolutionary conversion.
+ /// </summary>
+ /// <param name="target">The mob to be flashed.</param>
+ /// <param name="user">The mob causing the flash, if any.</param>
+ /// <param name="used">The item causing the flash, if any.</param>
+ /// <param name="flashDuration">The time target will be affected by the flash.</param>
+ /// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
+ /// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
+ /// <param name="melee">Was this flash caused by a melee attack? Used for checking for revolutionary conversion.</param>
+ /// <param name="stunDuration">The time the target will be stunned. If null the target will be slowed down instead.</param>
+ public void Flash(
+ EntityUid target,
+ EntityUid? user,
+ EntityUid? used,
+ TimeSpan flashDuration,
+ float slowTo,
+ bool displayPopup = true,
+ bool melee = false,
+ TimeSpan? stunDuration = null)
+ {
+ var attempt = new FlashAttemptEvent(target, user, used);
+ RaiseLocalEvent(target, ref attempt, true);
+
+ if (attempt.Cancelled)
+ return;
+
+ // don't paralyze, slowdown or convert to rev if the target is immune to flashes
+ if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, flashDuration, true))
+ return;
+
+ if (stunDuration != null)
+ _stun.TryParalyze(target, stunDuration.Value, true);
+ else
+ _stun.TrySlowdown(target, flashDuration, true, slowTo, slowTo);
+
+ if (displayPopup && user != null && target != user && Exists(user.Value))
+ {
+ _popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
+ ("user", Identity.Entity(user.Value, EntityManager))), target, target);
+ }
+
+ var ev = new AfterFlashedEvent(target, user, used, melee);
+ RaiseLocalEvent(target, ref ev);
+
+ if (user != null)
+ RaiseLocalEvent(user.Value, ref ev);
+ if (used != null)
+ RaiseLocalEvent(used.Value, ref ev);
+ }
+
+ /// <summary>
+ /// Cause all entities in range of a source entity to be flashed.
+ /// </summary>
+ /// <param name="source">The source of the flash, which will be at the epicenter.</param>
+ /// <param name="user">The mob causing the flash, if any.</param>
+ /// <param name="flashDuration">The time target will be affected by the flash.</param>
+ /// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
+ /// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
+ /// <param name="probability">Chance to be flashed. Rolled separately for each target in range.</param>
+ /// <param name="sound">Additional sound to play at the source.</param>
+ public void FlashArea(EntityUid source, EntityUid? user, float range, TimeSpan flashDuration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
+ {
+ var transform = Transform(source);
+ var mapPosition = _transform.GetMapCoordinates(transform);
+
+ _entSet.Clear();
+ _entityLookup.GetEntitiesInRange(transform.Coordinates, range, _entSet);
+ foreach (var entity in _entSet)
+ {
+ // TODO: Use RandomPredicted https://github.com/space-wizards/RobustToolbox/pull/5849
+ var rand = new System.Random((int)_timing.CurTick.Value + GetNetEntity(entity).Id);
+ 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 (ent.Comp.Enabled)
+ args.Cancelled = true;
+ }
+
+ private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
{
+ args.PushMarkup(Loc.GetString("flash-protection"));
}
}
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
+using Content.Shared.Flash;
using Content.Shared.Gravity;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Implants;
SubscribeLocalEvent<InventoryComponent, ProjectileReflectAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, HitScanReflectAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
+ SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, WieldAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, UnwieldAttemptEvent>(RefRelayInventoryEvent);
using Content.Shared.Actions;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Item;
+using Content.Shared.Light;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
Dirty(uid, component);
UpdateVisuals(uid, component);
+
+ var ev = new LightToggleEvent(activated);
+ RaiseLocalEvent(uid, ev);
}
public void UpdateVisuals(EntityUid uid, HandheldLightComponent? component = null, AppearanceComponent? appearance = null)
sprite: Objects/Misc/Lights/lampint.rsi
layers:
- state: lamp-int
- map: [ "enum.FlashVisuals.BaseLayer" ]
+ map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: lamp-int-on
shader: unshaded
visible: false
map: [ "light" ]
- state: flashing
- map: [ "enum.FlashVisuals.LightLayer" ]
+ map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
- type: Item
sprite: Objects/Misc/Lights/lampint.rsi
energy: 0.5
color: "#FFFFEE"
- type: Flash
+ flashOnMelee: false
+ flashOnUse: false
+ - type: UseDelay
+ delay: 1
- type: LimitedCharges
maxCharges: 3
- type: AutoRecharge
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
- enum.FlashVisuals.BaseLayer:
+ enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
- enum.FlashVisuals.LightLayer:
+ enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}
radiatingBehaviourId: radiating
- type: LightBehaviour
behaviours:
- - !type:FadeBehaviour
- id: radiating
- maxDuration: 2.0
- startValue: 3.0
- endValue: 2.0
- isLooped: true
- reverseWhenFinished: true
- - !type:PulseBehaviour
- id: blinking
- interpolate: Nearest
- maxDuration: 1.0
- minValue: 0.1
- maxValue: 2.0
- isLooped: true
+ - !type:FadeBehaviour
+ id: radiating
+ maxDuration: 2.0
+ startValue: 3.0
+ endValue: 2.0
+ isLooped: true
+ reverseWhenFinished: true
+ - !type:PulseBehaviour
+ id: blinking
+ interpolate: Nearest
+ maxDuration: 1.0
+ minValue: 0.1
+ maxValue: 2.0
+ isLooped: true
- type: Sprite
sprite: Objects/Tools/lantern.rsi
layers:
- - state: lantern
- - state: lantern-on
- shader: unshaded
- visible: false
- map: [ "light" ]
+ - state: lantern
+ - state: lantern-on
+ shader: unshaded
+ visible: false
+ map: [ "light" ]
- type: Item
sprite: Objects/Tools/lantern.rsi
heldPrefix: off
+ - type: UseDelay
+ delay: 1
- type: PointLight
enabled: false
radius: 3
equippedPrefix: off
quickEquip: false
slots:
- - Belt
+ - Belt
- type: Tag
tags:
- Flashlight
sprite: Objects/Tools/lantern.rsi
layers:
- state: lantern
- map: [ "enum.FlashVisuals.BaseLayer" ]
+ map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: lantern-on
shader: unshaded
visible: false
map: [ "light" ]
- state: flashing
- map: [ "enum.FlashVisuals.LightLayer" ]
+ map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
- type: PointLight
radius: 5
energy: 10
- type: Flash
+ flashOnMelee: false
+ flashOnUse: false
- type: LimitedCharges
maxCharges: 15
- type: MeleeWeapon
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
- enum.FlashVisuals.BaseLayer:
+ enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
- enum.FlashVisuals.LightLayer:
+ enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}
sprite: Objects/Weapons/Melee/flash.rsi
layers:
- state: flash
- map: [ "enum.FlashVisuals.BaseLayer" ]
+ map: [ "enum.FlashVisualLayers.BaseLayer" ]
- state: flashing
- map: [ "enum.FlashVisuals.LightLayer" ]
+ map: [ "enum.FlashVisualLayers.LightLayer" ]
visible: false
shader: unshaded
- type: Flash
size: Small
sprite: Objects/Weapons/Melee/flash.rsi
- type: UseDelay
+ delay: 4 # has to be the same as the FlashingTime datafield in FlashComponent
+ - type: UseDelayOnMeleeHit
- type: StaticPrice
price: 40
- type: Appearance
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
- enum.FlashVisuals.BaseLayer:
+ enum.FlashVisualLayers.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
- enum.FlashVisuals.LightLayer:
+ enum.FlashVisualLayers.LightLayer:
True: {visible: true}
False: {visible: false}
- type: GuideHelp