mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* 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...
522 lines
20 KiB
C#
522 lines
20 KiB
C#
using System.Numerics;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Lock;
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using Content.Shared.Magic.Components;
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using Content.Shared.Magic.Events;
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using Content.Shared.Maps;
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using Content.Shared.Mind;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Speech.Muting;
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using Content.Shared.Storage;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Spawners;
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namespace Content.Shared.Magic;
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// TODO: Move BeforeCast & Prerequirements (like Wizard clothes) to action comp
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// Alt idea - make it its own comp and split, like the Charge PR
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// TODO: Move speech to actionComp or again, its own ECS
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// TODO: Use the MagicComp just for pure backend things like spawning patterns?
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/// <summary>
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/// Handles learning and using spells (actions)
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/// </summary>
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public abstract class SharedMagicSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _seriMan = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedBodySystem _body = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _door = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly LockSystem _lock = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
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SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
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SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
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SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
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SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
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SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
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SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
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SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
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SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
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SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
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SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
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SubscribeLocalEvent<VoidApplauseSpellEvent>(OnVoidApplause);
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}
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private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
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{
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var comp = ent.Comp;
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var hasReqs = true;
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if (comp.RequiresClothes)
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{
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var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD);
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while (enumerator.MoveNext(out var containerSlot))
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{
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if (containerSlot.ContainedEntity is { } item)
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hasReqs = HasComp<WizardClothesComponent>(item);
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else
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hasReqs = false;
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if (!hasReqs)
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break;
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}
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}
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if (comp.RequiresSpeech && HasComp<MutedComponent>(args.Performer))
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hasReqs = false;
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if (hasReqs)
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return;
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args.Cancelled = true;
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_popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer);
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// TODO: Pre-cast do after, either here or in SharedActionsSystem
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}
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private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer)
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{
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var ev = new BeforeCastSpellEvent(performer);
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RaiseLocalEvent(spell, ref ev);
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return !ev.Cancelled;
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}
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#region Spells
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#region Instant Spawn Spells
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/// <summary>
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/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
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/// </summary>
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private void OnInstantSpawn(InstantSpawnSpellEvent args)
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{
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if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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var transform = Transform(args.Performer);
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foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
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{
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SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
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}
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args.Handled = true;
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}
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/// <summary>
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/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
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/// </summary>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data)
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{
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switch (data)
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{
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case TargetCasterPos:
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return new List<EntityCoordinates>(1) {casterXform.Coordinates};
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case TargetInFrontSingle:
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{
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!_turf.TryGetTileRef(directionPos, out var tileReference))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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return new List<EntityCoordinates>(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) };
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}
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case TargetInFront:
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{
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!_turf.TryGetTileRef(directionPos, out var tileReference))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex);
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EntityCoordinates coordsPlus;
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EntityCoordinates coordsMinus;
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var dir = casterXform.LocalRotation.GetCardinalDir();
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switch (dir)
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{
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case Direction.North:
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case Direction.South:
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{
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coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (1, 0));
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coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (-1, 0));
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return new List<EntityCoordinates>(3)
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{
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coords,
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coordsPlus,
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coordsMinus,
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};
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}
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case Direction.East:
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case Direction.West:
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{
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coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, 1));
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coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, -1));
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return new List<EntityCoordinates>(3)
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{
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coords,
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coordsPlus,
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coordsMinus,
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};
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}
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}
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return new List<EntityCoordinates>();
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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// End Instant Spawn Spells
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#endregion
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#region World Spawn Spells
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/// <summary>
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/// Spawns entities from a list within range of click.
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/// </summary>
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/// <remarks>
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/// It will offset entities after the first entity based on the OffsetVector2.
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/// </remarks>
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/// <param name="args"> The Spawn Spell Event args.</param>
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private void OnWorldSpawn(WorldSpawnSpellEvent args)
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{
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if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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var targetMapCoords = args.Target;
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WorldSpawnSpellHelper(args.Prototypes, targetMapCoords, args.Performer, args.Lifetime, args.Offset);
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args.Handled = true;
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}
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/// <summary>
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/// Loops through a supplied list of entity prototypes and spawns them
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/// </summary>
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/// <remarks>
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/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
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/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
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/// offset
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/// </remarks>
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/// <param name="entityEntries"> The list of Entities to spawn in</param>
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/// <param name="entityCoords"> Map Coordinates where the entities will spawn</param>
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/// <param name="lifetime"> Check to see if the entities should self delete</param>
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/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
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private void WorldSpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, EntityUid performer, float? lifetime, Vector2 offsetVector2)
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{
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var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
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var offsetCoords = entityCoords;
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foreach (var proto in getProtos)
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{
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SpawnSpellHelper(proto, offsetCoords, performer, lifetime);
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offsetCoords = offsetCoords.Offset(offsetVector2);
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}
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}
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// End World Spawn Spells
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#endregion
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#region Projectile Spells
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private void OnProjectileSpell(ProjectileSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer)
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return;
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ev.Handled = true;
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var xform = Transform(ev.Performer);
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var fromCoords = xform.Coordinates;
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var toCoords = ev.Target;
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var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromMap = _transform.ToMapCoordinates(fromCoords);
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var ent = Spawn(ev.Prototype, fromMap);
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var direction = _transform.ToMapCoordinates(toCoords).Position -
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fromMap.Position;
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_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
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}
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// End Projectile Spells
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#endregion
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#region Change Component Spells
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// staves.yml ActionRGB light
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
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return;
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ev.Handled = true;
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RemoveComponents(ev.Target, ev.ToRemove);
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AddComponents(ev.Target, ev.ToAdd);
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}
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// End Change Component Spells
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#endregion
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#region Teleport Spells
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// TODO: Rename to teleport clicked spell?
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/// <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
|
|
|
|
}
|