Files
Delta-v/Content.Shared/Magic/SharedMagicSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

522 lines
20 KiB
C#

using System.Numerics;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Lock;
using Content.Shared.Magic.Components;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Mind;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Speech.Muting;
using Content.Shared.Storage;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
namespace Content.Shared.Magic;
// TODO: Move BeforeCast & Prerequirements (like Wizard clothes) to action comp
// Alt idea - make it its own comp and split, like the Charge PR
// TODO: Move speech to actionComp or again, its own ECS
// TODO: Use the MagicComp just for pure backend things like spawning patterns?
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public abstract class SharedMagicSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _seriMan = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedBodySystem _body = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _door = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly TurfSystem _turf = default!;
private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
SubscribeLocalEvent<VoidApplauseSpellEvent>(OnVoidApplause);
}
private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
{
var comp = ent.Comp;
var hasReqs = true;
if (comp.RequiresClothes)
{
var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD);
while (enumerator.MoveNext(out var containerSlot))
{
if (containerSlot.ContainedEntity is { } item)
hasReqs = HasComp<WizardClothesComponent>(item);
else
hasReqs = false;
if (!hasReqs)
break;
}
}
if (comp.RequiresSpeech && HasComp<MutedComponent>(args.Performer))
hasReqs = false;
if (hasReqs)
return;
args.Cancelled = true;
_popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer);
// TODO: Pre-cast do after, either here or in SharedActionsSystem
}
private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer)
{
var ev = new BeforeCastSpellEvent(performer);
RaiseLocalEvent(spell, ref ev);
return !ev.Cancelled;
}
#region Spells
#region Instant Spawn Spells
/// <summary>
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
/// </summary>
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
{
SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
}
args.Handled = true;
}
/// <summary>
/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
/// </summary>
/// <exception cref="ArgumentOutOfRangeException"></exception>
private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data)
{
switch (data)
{
case TargetCasterPos:
return new List<EntityCoordinates>(1) {casterXform.Coordinates};
case TargetInFrontSingle:
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
return new List<EntityCoordinates>();
if (!_turf.TryGetTileRef(directionPos, out var tileReference))
return new List<EntityCoordinates>();
var tileIndex = tileReference.Value.GridIndices;
return new List<EntityCoordinates>(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) };
}
case TargetInFront:
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
return new List<EntityCoordinates>();
if (!_turf.TryGetTileRef(directionPos, out var tileReference))
return new List<EntityCoordinates>();
var tileIndex = tileReference.Value.GridIndices;
var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex);
EntityCoordinates coordsPlus;
EntityCoordinates coordsMinus;
var dir = casterXform.LocalRotation.GetCardinalDir();
switch (dir)
{
case Direction.North:
case Direction.South:
{
coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (1, 0));
coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (-1, 0));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
case Direction.East:
case Direction.West:
{
coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, 1));
coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, -1));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
}
return new List<EntityCoordinates>();
}
default:
throw new ArgumentOutOfRangeException();
}
}
// End Instant Spawn Spells
#endregion
#region World Spawn Spells
/// <summary>
/// Spawns entities from a list within range of click.
/// </summary>
/// <remarks>
/// It will offset entities after the first entity based on the OffsetVector2.
/// </remarks>
/// <param name="args"> The Spawn Spell Event args.</param>
private void OnWorldSpawn(WorldSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var targetMapCoords = args.Target;
WorldSpawnSpellHelper(args.Prototypes, targetMapCoords, args.Performer, args.Lifetime, args.Offset);
args.Handled = true;
}
/// <summary>
/// Loops through a supplied list of entity prototypes and spawns them
/// </summary>
/// <remarks>
/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
/// offset
/// </remarks>
/// <param name="entityEntries"> The list of Entities to spawn in</param>
/// <param name="entityCoords"> Map Coordinates where the entities will spawn</param>
/// <param name="lifetime"> Check to see if the entities should self delete</param>
/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
private void WorldSpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, EntityUid performer, float? lifetime, Vector2 offsetVector2)
{
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
var offsetCoords = entityCoords;
foreach (var proto in getProtos)
{
SpawnSpellHelper(proto, offsetCoords, performer, lifetime);
offsetCoords = offsetCoords.Offset(offsetVector2);
}
}
// End World Spawn Spells
#endregion
#region Projectile Spells
private void OnProjectileSpell(ProjectileSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer)
return;
ev.Handled = true;
var xform = Transform(ev.Performer);
var fromCoords = xform.Coordinates;
var toCoords = ev.Target;
var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var fromMap = _transform.ToMapCoordinates(fromCoords);
var ent = Spawn(ev.Prototype, fromMap);
var direction = _transform.ToMapCoordinates(toCoords).Position -
fromMap.Position;
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
}
// End Projectile Spells
#endregion
#region Change Component Spells
// staves.yml ActionRGB light
private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
RemoveComponents(ev.Target, ev.ToRemove);
AddComponents(ev.Target, ev.ToAdd);
}
// End Change Component Spells
#endregion
#region Teleport Spells
// TODO: Rename to teleport clicked spell?
/// <summary>
/// Teleports the user to the clicked location
/// </summary>
/// <param name="args"></param>
private void OnTeleportSpell(TeleportSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
if (transform.MapID != _transform.GetMapId(args.Target) || !_interaction.InRangeUnobstructed(args.Performer, args.Target, range: 1000F, collisionMask: CollisionGroup.Opaque, popup: true))
return;
_transform.SetCoordinates(args.Performer, args.Target);
_transform.AttachToGridOrMap(args.Performer, transform);
args.Handled = true;
}
public virtual void OnVoidApplause(VoidApplauseSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
_transform.SwapPositions(ev.Performer, ev.Target);
}
// End Teleport Spells
#endregion
#region Spell Helpers
private void SpawnSpellHelper(string? proto, EntityCoordinates position, EntityUid performer, float? lifetime = null, bool preventCollide = false)
{
if (!_net.IsServer)
return;
var ent = Spawn(proto, position.SnapToGrid(EntityManager, _mapManager));
if (lifetime != null)
{
var comp = EnsureComp<TimedDespawnComponent>(ent);
comp.Lifetime = lifetime.Value;
}
if (preventCollide)
{
var comp = EnsureComp<PreventCollideComponent>(ent);
comp.Uid = performer;
}
}
private void AddComponents(EntityUid target, ComponentRegistry comps)
{
foreach (var (name, data) in comps)
{
if (HasComp(target, data.Component.GetType()))
continue;
var component = (Component)Factory.GetComponent(name);
var temp = (object)component;
_seriMan.CopyTo(data.Component, ref temp);
AddComp(target, (Component)temp!);
}
}
private void RemoveComponents(EntityUid target, HashSet<string> comps)
{
foreach (var toRemove in comps)
{
if (Factory.TryGetRegistration(toRemove, out var registration))
RemComp(target, registration.Type);
}
}
// End Spell Helpers
#endregion
#region Touch Spells
private void OnSmiteSpell(SmiteSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
var direction = _transform.GetMapCoordinates(ev.Target, Transform(ev.Target)).Position - _transform.GetMapCoordinates(ev.Performer, Transform(ev.Performer)).Position;
var impulseVector = direction * 10000;
_physics.ApplyLinearImpulse(ev.Target, impulseVector);
if (!TryComp<BodyComponent>(ev.Target, out var body))
return;
_body.GibBody(ev.Target, true, body);
}
// End Touch Spells
#endregion
#region Knock Spells
/// <summary>
/// Opens all doors and locks within range
/// </summary>
/// <param name="args"></param>
private void OnKnockSpell(KnockSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
args.Handled = true;
var transform = Transform(args.Performer);
// Look for doors and lockers, and don't open/unlock them if they're already opened/unlocked.
foreach (var target in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(args.Performer, transform), args.Range, flags: LookupFlags.Dynamic | LookupFlags.Static))
{
if (!_interaction.InRangeUnobstructed(args.Performer, target, range: 0, collisionMask: CollisionGroup.Opaque))
continue;
if (TryComp<DoorBoltComponent>(target, out var doorBoltComp) && doorBoltComp.BoltsDown)
_door.SetBoltsDown((target, doorBoltComp), false, predicted: true);
if (TryComp<DoorComponent>(target, out var doorComp) && doorComp.State is not DoorState.Open)
_door.StartOpening(target);
if (TryComp<LockComponent>(target, out var lockComp) && lockComp.Locked)
_lock.Unlock(target, args.Performer, lockComp);
}
}
// End Knock Spells
#endregion
#region Charge Spells
// TODO: Future support to charge other items
private void OnChargeSpell(ChargeSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !TryComp<HandsComponent>(ev.Performer, out var handsComp))
return;
EntityUid? wand = null;
foreach (var item in _hands.EnumerateHeld((ev.Performer, handsComp)))
{
if (!_tag.HasTag(item, ev.WandTag))
continue;
wand = item;
}
ev.Handled = true;
if (wand == null || !TryComp<BasicEntityAmmoProviderComponent>(wand, out var basicAmmoComp) || basicAmmoComp.Count == null)
return;
_gunSystem.UpdateBasicEntityAmmoCount(wand.Value, basicAmmoComp.Count.Value + ev.Charge, basicAmmoComp);
}
// End Charge Spells
#endregion
#region Global Spells
// TODO: Change this into a "StartRuleAction" when actions with multiple events are supported
protected virtual void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev)
{
if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns)
return;
ev.Handled = true;
var allHumans = _mind.GetAliveHumans();
foreach (var human in allHumans)
{
if (!human.Comp.OwnedEntity.HasValue)
continue;
var ent = human.Comp.OwnedEntity.Value;
if (_tag.HasTag(ent, InvalidForGlobalSpawnSpellTag))
continue;
var mapCoords = _transform.GetMapCoordinates(ent);
foreach (var spawn in EntitySpawnCollection.GetSpawns(spawns, _random))
{
var spawned = Spawn(spawn, mapCoords);
_hands.PickupOrDrop(ent, spawned);
}
}
_audio.PlayGlobal(ev.Sound, ev.Performer);
}
#endregion
#region Mindswap Spells
private void OnMindSwapSpell(MindSwapSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
// Need performer mind, but target mind is unnecessary, such as taking over a NPC
// Need to get target mind before putting performer mind into their body if they have one
// Thus, assign bool before first transfer, then check afterwards
if (!_mind.TryGetMind(ev.Performer, out var perMind, out var perMindComp))
return;
var tarHasMind = _mind.TryGetMind(ev.Target, out var tarMind, out var tarMindComp);
_mind.TransferTo(perMind, ev.Target);
if (tarHasMind)
{
_mind.TransferTo(tarMind, ev.Performer);
}
_stun.TryParalyze(ev.Target, ev.TargetStunDuration, true);
_stun.TryParalyze(ev.Performer, ev.PerformerStunDuration, true);
}
#endregion
// End Spells
#endregion
}