Make magical vision drain Mana (#1832)

* added generic Entity Effects status effect component

* added Magic Vision Statuseffect component

* renamed visionmask to Visibilitymask and added StatusEffectComponent notice comment

* added two event listeners on MagicVisonStatusEffect applied and removed

* moved changes to server side

* moved Component serverside

* removed Overlay Property

* Added magic vison status effect prototype and applying

* cleaned upnew lines

* added new prototype

* moved Magic vision status effect component to shared again

* fixed applying mask

* cleaned new lines

* Moved to components folder

* marked MagicVisionComponent obsolete and changed protoid name

* Added parent MobStatusEffectBase

* added mana cost to Magical vision spell

* removed unneeded constructor

* Added the system

* added statuseffect eventlistners for applied and removed also removed old event listners

* removed old magic vision component check

* Removed Data field attribute

* added back Data field attribute

* added access atribute

* moved Status effect update to server

* removed shared System moved all to server side

* Update Content.Shared/_CP14/StatusEffect/Components/CP14EntityEffectsStatusEffectComponent.cs

Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>

* Fix typo in DataField attribute for Effects list

* Obliterated CP14MagicVisionComponent from existence

* Fix comment capitalization in CP14EntityEffectsStatusEffectComponent

* Fix summary capitalization in CP14EntityEffectsStatusEffectComponent

* Refactor CP14MagicVisionSystem.cs by removing blank lines

Removed unnecessary blank lines for cleaner code.

* Remove status effect event handlers

Removed event subscription and related methods for status effects.

* Remove empty line in OnExamined method

* Added a Spell toggle status effect

* fixed datfields shouldnt be static

* imlpemented status applying in yml

* cleaned white space :3

* changed toggle to has status effect

* fix leftover

* added check for firsttime predict so it doesnt get applied twice

* added getvismaskevent to statuseffect relay

* changed event lisnter to use CP14MagicVisionStatusEffectComponent to prevent future conflicts

* removed unneeded _status property

* added check for if its the last status effect on remove

* added check if Status effect is already present if applied

* changed check to component instead of entity

* changed ent target to player.localEntity

* fix: removed has effect check as it already has the effect when first apllied

* changed event to on player attached

* removed first time predicted check

* changed cooldown to 0.5 seconds

* made Spell mana change effect not save

* added status efect applied event listner back and moved apply and remove overlay to separete methods

* removed replaced action event

* added fix to let nextupdate catch up to CurTime

* fix: status effect not beeing removed when crit or dead

* fix: Action beeing able to be used while dead

* fix: added prediction check to applied back for double apply and remove bug

---------

Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
This commit is contained in:
kin98
2025-10-31 19:11:15 +01:00
committed by GitHub
parent ecd5bf3019
commit 0fdc56c796
12 changed files with 221 additions and 89 deletions

View File

@@ -1,6 +1,7 @@
using System.Numerics;
using Content.Shared._CP14.MagicVision;
using Content.Shared.Examine;
using Content.Shared.StatusEffectNew;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
@@ -9,6 +10,7 @@ using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client._CP14.MagicVision;
@@ -21,6 +23,8 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StatusEffectsSystem _status = default!;
private CP14MagicVisionOverlay? _overlay;
private CP14MagicVisionNoirOverlay? _overlay2;
@@ -36,71 +40,39 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
SubscribeLocalEvent<CP14MagicVisionMarkerComponent, AfterAutoHandleStateEvent>(OnHandleStateMarker);
SubscribeLocalEvent<CP14MagicVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<CP14MagicVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
SubscribeLocalEvent<CP14MagicVisionComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<CP14MagicVisionComponent, ComponentShutdown>(OnComponentShutdown);
}
private void OnComponentShutdown(Entity<CP14MagicVisionComponent> ent, ref ComponentShutdown args)
private void OnPlayerAttached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
{
if (_player.LocalEntity != ent)
return;
if (_overlay != null)
{
_overlayMan.RemoveOverlay(_overlay);
_overlay = null;
}
if (_overlay2 != null)
{
_overlayMan.RemoveOverlay(_overlay2);
_overlay2 = null;
}
_audio.PlayGlobal(_endSound, ent);
ApplyOverlay(ent);
}
private void OnComponentInit(Entity<CP14MagicVisionComponent> ent, ref ComponentInit args)
private void OnStatusEffectApplied(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
{
if (_player.LocalEntity != ent)
//Prevents it from beeing applied twice
if (_timing.IsFirstTimePredicted == true)
return;
_overlay = new CP14MagicVisionOverlay();
_overlayMan.AddOverlay(_overlay);
_overlay.StartOverlay = _timing.CurTime;
_overlay2 = new CP14MagicVisionNoirOverlay();
_overlayMan.AddOverlay(_overlay2);
_audio.PlayGlobal(_startSound, ent);
ApplyOverlay(ent);
}
private void OnPlayerAttached(Entity<CP14MagicVisionComponent> ent, ref LocalPlayerAttachedEvent args)
private void OnPlayerDetached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
{
_overlay = new CP14MagicVisionOverlay();
_overlayMan.AddOverlay(_overlay);
_overlay.StartOverlay = _timing.CurTime;
_overlay2 = new CP14MagicVisionNoirOverlay();
_overlayMan.AddOverlay(_overlay2);
_audio.PlayGlobal(_startSound, ent);
RemoveOverlay(ent);
}
private void OnPlayerDetached(Entity<CP14MagicVisionComponent> ent, ref LocalPlayerDetachedEvent args)
private void OnStatusEffectRemoved(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
{
if (_overlay != null)
{
_overlayMan.RemoveOverlay(_overlay);
_overlay = null;
}
if (_overlay2 != null)
{
_overlayMan.RemoveOverlay(_overlay2);
_overlay2 = null;
}
_audio.PlayGlobal(_endSound, ent);
//Prevents it from beeing removed twice
if (_timing.IsFirstTimePredicted == true)
return;
RemoveOverlay(ent);
}
protected override void OnExamined(Entity<CP14MagicVisionMarkerComponent> ent, ref ExaminedEvent args)
@@ -156,4 +128,36 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
var alpha = 1 - progress;
_sprite.SetColor(ent.Owner, Color.White.WithAlpha((float)alpha));
}
private void ApplyOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
{
_overlay = new CP14MagicVisionOverlay();
_overlayMan.AddOverlay(_overlay);
_overlay.StartOverlay = _timing.CurTime;
_overlay2 = new CP14MagicVisionNoirOverlay();
_overlayMan.AddOverlay(_overlay2);
_audio.PlayGlobal(_startSound, ent);
}
private void RemoveOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
{
// Check if it is the last Magic Vision Status Effect
if (_status.HasEffectComp<CP14MagicVisionStatusEffectComponent>(_player.LocalEntity))
return;
if (_overlay != null)
{
_overlayMan.RemoveOverlay(_overlay);
_overlay = null;
}
if (_overlay2 != null)
{
_overlayMan.RemoveOverlay(_overlay2);
_overlay2 = null;
}
_audio.PlayGlobal(_endSound, ent);
}
}