* ritual cucumber setup
* entities requirements
* try graph???
* Revert "try graph???"
This reverts commit c90c6353cb.
* pipyau
* fixes
* yay, it works
* spawn effect
* regex lower message restrictions
* unique speakers support
* apply entity effect ritual
* ritual chalk
* Update SpawnEntity.cs
* ritual stability
* stability event
* add guidebook description to all ritual actions
* Readability added
* Update RequiredResource.cs
* finish describer
* clean up describer
* Update triggers.ftl
* cave ambient loop
* parry sound update
* rituals end start
* magic ambience add
* global sharedization
* Update phases.yml
* daytime requirement
* Update phases.yml
* start ritual
* fixes
* more ambient work
* rritual visualizer
* end ritual
* magic orbs!
* required orbs
* orbs design
* consume orbs
* setup neutral cluster triggers and edges
* listener proxy
* restucture graph
* fix time triggers
* healing cluster
* fixes
* Create CP14RitualTest.cs
* test errors for check test
* YEEEE
* Fuck triggers, its broken now, YAY
* triggers redo
* fix
* fix test
* Update CP14RitualTest.cs
* Update neutral_cluster.yml
* Update CP14RitualSystem.Triggers.cs
* clean up, documentation
* redo triggers again
* and another one
* species sacrifice trigger
* whitelist trigger
* fix
* describer refactor
* fix memory leaking + hyperlinks
* dd
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using Content.Shared._CP14.MagicRitual;
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using Robust.Client.GameObjects;
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namespace Content.Server._CP14.MagicRituals;
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public partial class CP14ClientRitualSystem : CP14SharedRitualSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CP14MagicRitualComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(Entity<CP14MagicRitualComponent> ent, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!args.Sprite.LayerMapTryGet(ent.Comp.RitualLayerMap, out var ritualLayer))
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return;
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if (_appearance.TryGetData<Color>(ent, RitualVisuals.Color, out var ritualColor, args.Component))
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{
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args.Sprite.LayerSetColor(ritualLayer, ritualColor);
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}
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if (_appearance.TryGetData<bool>(ent, RitualVisuals.Enabled, out var enabled, args.Component))
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{
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args.Sprite.LayerSetVisible(ritualLayer, enabled);
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}
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}
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}
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