* basic religion vision * block god interactions * skill tree mob specify * silvania setup?? * clustering shader optimization * gods department & job * random gods jobs * Luxian god * Update Nature.png * Update sphere_of_light.yml * god chat * Update ChatSystem.cs * OBSERVATION * public observation and basic follower api * shader tweaks * improve shaders * spawning and praying on altars * altars ppvs override * move pvs overridiation from altars to observers * shader coloration * spectral z mover * god magic radius restricted * guide how to believe in god * sends messages to god when smoeone wanna become follower * follower doAfter * goodbye luxian, welcome lumera * goodbye silvania, welcome merkas * som polish and renamings * gods fast travel * Update altar.ftl * some lumera sfx * renouncing patrons! * renounce followers * followewr percentage calculation * remove from player-facing * fix * Update sphere_of_light.yml * Update base.yml
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Shared._CP14.Religion.Components;
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using Content.Shared._CP14.Religion.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Religion.Systems;
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public abstract partial class CP14SharedReligionGodSystem : EntitySystem
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeObservation();
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InitializeFollowers();
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InitializeAltars();
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}
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public HashSet<Entity<CP14ReligionEntityComponent>> GetGods(ProtoId<CP14ReligionPrototype> religion)
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{
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HashSet<Entity<CP14ReligionEntityComponent>> gods = new();
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var query = EntityQueryEnumerator<CP14ReligionEntityComponent>();
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while (query.MoveNext(out var uid, out var god))
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{
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if (god.Religion != religion)
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continue;
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gods.Add(new Entity<CP14ReligionEntityComponent>(uid, god));
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}
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return gods;
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}
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protected abstract void SendMessageToGods(ProtoId<CP14ReligionPrototype> religion, string msg, EntityUid source);
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}
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/// <summary>
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/// It is invoked on altars and followers when they change their religion.
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/// </summary>
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public sealed class CP14ReligionChangedEvent(ProtoId<CP14ReligionPrototype>? oldRel, ProtoId<CP14ReligionPrototype>? newRel) : EntityEventArgs
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{
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public ProtoId<CP14ReligionPrototype>? OldReligion = oldRel;
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public ProtoId<CP14ReligionPrototype>? NewReligion = newRel;
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}
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