Flash vulnerability only triggers when the character uses its own night vision instead of an item with night vision. #947
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Delete branch ":systems/flashvuln/onlywhennv"
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Short description
This PR changes Shadowkins to only be flash vulnerable when they're currently using their own night vision.
If they don't have it turned on then they don't have flash vulnerability.
Additionally, like any other species, they now can equip night vision goggles and also don't have flash vulnerability.
Why we need to add this
This is a slight mald pr but for others, I didn't really mind it but some were irritated by it.
Personally I think downsides should only be downsides when actually using the upside? So for me it didn't make a lot of sense that Shadowkins for example were always flash vulnerable even when they don't use their night vision.
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@ -18,0 +46,16 @@return false;}private bool CheckForNightVisionItemsInInventory(Entity<FlashVulnerableComponent> ent){if (!_inventory.TryGetContainerSlotEnumerator(ent.Owner, out var enumerator))return false;while (enumerator.NextItem(out var item, out _)){if (_entityManager.HasComponent<NightVisionComponent>(item))return true;}return false;}Having night vision goggles in a pocket also protects you. Which I think shouldn't happen.
Oh yeah that checks out.
Should I just change it to do a eyes check?
My initial thought has been to check all clothes just in case there's something else (eg a helmet) which gives night vision.
LGTM. Thank you for your contribution!