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Плащ Невидимка и ПНВ для синдикеков, а также новый инвиз для ниндзи (#…
…890) ## Описание PR <!-- Что вы изменили в этом пулл реквесте? --> Название, перенес с рмса невидимость ## Почему / Баланс <!-- Почему оно было изменено? Ссылайтесь на любые обсуждения или вопросы здесь. Пожалуйста, обсудите, как это повлияет на игровой баланс. --> хочу ## Медиа ![image](https://github.com/user-attachments/assets/14f29d73-b1ac-4c3f-82e9-09c3b7830c90) ![image](https://github.com/user-attachments/assets/459ad24d-f81a-4146-b6bf-c8c9e0a53c74) - [x] Я прочитал(а) и следую [Руководство по созданию пулл реквестов](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html). Я понимаю, что в противном случае мой ПР может быть закрыт по усмотрению мейнтейнера. - [x] Я добавил скриншоты/видео к этому пулл реквесту, демонстрирующие его изменения в игре, **или** этот пулл реквест не требует демонстрации в игре **Чейнджлог** :cl: Inconnu и Пётр - add: Добавлен плащ-невидимка в аплинки Синдиката и в один из наборов вора. - add: Добавлен прибор ночного видения в аплинки Синдиката и магазин ОБР. - add: Добавлен набор для создания пенных модульных гранат в аплинки синдиката. - tweak: Ниндзя получил новую невидимость, которая пришла на замену старой. - tweak: Увеличен кулдаун на стан от перчаток ниндзя. - tweak: Снижение цен в аплинке Синдиката на предметы для тихого выполнения целей. - tweak: Увеличение емкости гипоручки(+5u) и уменьшение кулдауна между вводом реагентов. - tweak: Удален урон для глаз от вспышек у рас, взамен на это включенный ПНВ теперь будет иметь данный эффект - tweak: Клонирование через дебаг и клонерку теперь сохраняет ДНК - tweak: Ядерным хрюкерам дана возможность объявить войну при наличии **3+** оперативников --------- Co-authored-by: FaDeOkno <[email protected]> Co-authored-by: PyotrIgn <[email protected]> Co-authored-by: Eugeny <[email protected]>
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Content.Client/ADT/_RMC14/Stealth/EntityInvisibilityVisualsSystem.cs
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using Content.Shared._RMC14.Stealth; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Client._RMC14.Stealth; | ||
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public sealed class EntityInvisibilityVisualsSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly IPrototypeManager _prototypes = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<EntityTurnInvisibleComponent, ComponentStartup>(OnStartup); | ||
SubscribeLocalEvent<EntityTurnInvisibleComponent, ComponentShutdown>(OnShutdown); | ||
} | ||
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private void OnStartup(Entity<EntityTurnInvisibleComponent> ent, ref ComponentStartup args) | ||
{ | ||
if (!TryComp(ent, out SpriteComponent? sprite)) | ||
return; | ||
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sprite.PostShader = _prototypes.Index<ShaderPrototype>("RMCInvisible").InstanceUnique(); | ||
} | ||
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private void OnShutdown(Entity<EntityTurnInvisibleComponent> ent, ref ComponentShutdown args) | ||
{ | ||
if (TerminatingOrDeleted(ent)) | ||
return; | ||
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if (!TryComp(ent, out SpriteComponent? sprite)) | ||
return; | ||
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sprite.PostShader = null; | ||
} | ||
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public override void Update(float frameTime) | ||
{ | ||
var invisible = EntityQueryEnumerator<EntityTurnInvisibleComponent, SpriteComponent>(); | ||
while (invisible.MoveNext(out var uid, out var comp, out var sprite)) | ||
{ | ||
var opacity = TryComp<EntityActiveInvisibleComponent>(uid, out var activeInvisible) ? activeInvisible.Opacity : 1; | ||
sprite.PostShader?.SetParameter("visibility", opacity); | ||
} | ||
} | ||
} |
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6 changes: 0 additions & 6 deletions
6
Content.Server/ADT/Eye/Blinding/Components/NoDamageEyesOnFlashComponent.cs
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7 changes: 4 additions & 3 deletions
7
...omponents/DamageEyesOnFlashedComponent.cs → ...omponents/DamageEyesOnFlashedComponent.cs
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Content.Shared/ADT/Eye/Blinding/Components/NoDamageEyesOnFlashComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.ADT.Eye.Blinding; | ||
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[RegisterComponent, NetworkedComponent] | ||
public sealed partial class NoEyeDamageOnFlashComponent : Component | ||
{ | ||
} |
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...t.Server/ADT/Eye/Blinding/FlashedEvent.cs → ...t.Shared/ADT/Eye/Blinding/FlashedEvent.cs
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namespace Content.Server.ADT.Eye.Blinding; | ||
namespace Content.Shared.ADT.Eye.Blinding; | ||
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[ByRefEvent] | ||
public record struct FlashedEvent(EntityUid? User, EntityUid? Used); |
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...inding/Systems/DamageEyesOnFlashSystem.cs → ...inding/Systems/DamageEyesOnFlashSystem.cs
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61 changes: 61 additions & 0 deletions
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Content.Shared/ADT/_RMC14/Armor/ThermalCloak/ThermalCloakComponent.cs
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using Content.Shared.Humanoid; | ||
using Robust.Shared.Audio; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Shared._RMC14.Armor.ThermalCloak; | ||
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
public sealed partial class ThermalCloakComponent : Component | ||
{ | ||
public bool Enabled; | ||
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[DataField, AutoNetworkedField] | ||
public TimeSpan Cooldown = TimeSpan.FromSeconds(3); | ||
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[DataField, AutoNetworkedField] | ||
public TimeSpan ForcedCooldown = TimeSpan.FromSeconds(10); | ||
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[DataField, AutoNetworkedField] | ||
public float Opacity = 0.1f; | ||
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[DataField, AutoNetworkedField] | ||
public SoundSpecifier? CloakSound; | ||
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[DataField, AutoNetworkedField] | ||
public SoundSpecifier? UncloakSound; | ||
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[DataField, AutoNetworkedField] | ||
public bool RestrictWeapons; | ||
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/// <summary> | ||
/// Layers to hide while cloaked | ||
/// </summary> | ||
[DataField] | ||
public HashSet<HumanoidVisualLayers> CloakedHideLayers = new(); | ||
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/// <summary> | ||
/// Amount of time after uncloaking weapons remain locked | ||
/// </summary> | ||
[DataField] | ||
[AutoNetworkedField] | ||
public TimeSpan UncloakWeaponLock = TimeSpan.FromSeconds(1); | ||
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[DataField, AutoNetworkedField] | ||
public EntProtoId ActionId = "ADTActionToggleCloak"; | ||
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[DataField, AutoNetworkedField] | ||
public EntityUid? Action; | ||
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[DataField, AutoNetworkedField] | ||
public EntProtoId CloakEffect = "RMCEffectCloak"; | ||
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[DataField, AutoNetworkedField] | ||
public EntProtoId UncloakEffect = "RMCEffectUncloak"; | ||
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[DataField, AutoNetworkedField] | ||
public bool NinjaSuit = false; | ||
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[DataField, AutoNetworkedField] | ||
public bool HandsBlock = true; | ||
} |
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