mirror of
https://github.com/DeltaV-Station/Delta-v.git
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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
408 lines
14 KiB
C#
408 lines
14 KiB
C#
using System.Numerics;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.Magic.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Body.Components;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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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.Interaction.Events;
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using Content.Shared.Magic;
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using Content.Shared.Magic.Events;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Robust.Shared.Spawners;
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using Content.Shared.Storage;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Magic;
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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 sealed class MagicSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _seriMan = default!;
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[Dependency] private readonly IComponentFactory _compFact = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpellbookComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
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SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
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SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
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SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
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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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}
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private void OnDoAfter(EntityUid uid, SpellbookComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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args.Handled = true;
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if (!component.LearnPermanently)
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{
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_actionsSystem.GrantActions(args.Args.User, component.Spells, uid);
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return;
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}
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foreach (var (id, charges) in component.SpellActions)
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{
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// TOOD store spells entity ids on some sort of innate magic user component or something like that.
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EntityUid? actionId = null;
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if (_actionsSystem.AddAction(args.Args.User, ref actionId, id))
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_actionsSystem.SetCharges(actionId, charges < 0 ? null : charges);
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}
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component.SpellActions.Clear();
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}
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private void OnInit(EntityUid uid, SpellbookComponent component, MapInitEvent args)
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{
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if (component.LearnPermanently)
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return;
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foreach (var (id, charges) in component.SpellActions)
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{
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var spell = _actionContainer.AddAction(uid, id);
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if (spell == null)
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continue;
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_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
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component.Spells.Add(spell.Value);
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}
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}
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private void OnUse(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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AttemptLearn(uid, component, args);
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args.Handled = true;
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}
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private void AttemptLearn(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
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{
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.LearnTime, new SpellbookDoAfterEvent(), uid, target: uid)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true //What, are you going to read with your eyes only??
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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#region 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)
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return;
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var transform = Transform(args.Performer);
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foreach (var position in GetSpawnPositions(transform, args.Pos))
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{
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var ent = Spawn(args.Prototype, position.SnapToGrid(EntityManager, _mapManager));
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if (args.PreventCollideWithCaster)
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{
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var comp = EnsureComp<PreventCollideComponent>(ent);
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comp.Uid = args.Performer;
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}
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}
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Speak(args);
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args.Handled = true;
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}
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private void OnProjectileSpell(ProjectileSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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var xform = Transform(ev.Performer);
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var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
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foreach (var pos in GetSpawnPositions(xform, ev.Pos))
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{
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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 mapPos = pos.ToMap(EntityManager);
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var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
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? pos.WithEntityId(gridUid, EntityManager)
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: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
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var ent = Spawn(ev.Prototype, spawnCoords);
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var direction = ev.Target.ToMapPos(EntityManager, _transformSystem) -
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spawnCoords.ToMapPos(EntityManager, _transformSystem);
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_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer);
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}
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}
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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foreach (var toRemove in ev.ToRemove)
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{
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if (_compFact.TryGetRegistration(toRemove, out var registration))
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RemComp(ev.Target, registration.Type);
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}
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foreach (var (name, data) in ev.ToAdd)
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{
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if (HasComp(ev.Target, data.Component.GetType()))
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continue;
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var component = (Component) _compFact.GetComponent(name);
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component.Owner = ev.Target;
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var temp = (object) component;
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_seriMan.CopyTo(data.Component, ref temp);
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EntityManager.AddComponent(ev.Target, (Component) temp!);
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}
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}
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private List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData 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 TargetInFront:
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{
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// This is shit but you get the idea.
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!_mapManager.TryGetGrid(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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var coords = mapGrid.GridTileToLocal(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 = mapGrid.GridTileToLocal(tileIndex + (1, 0));
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coordsMinus = mapGrid.GridTileToLocal(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 = mapGrid.GridTileToLocal(tileIndex + (0, 1));
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coordsMinus = mapGrid.GridTileToLocal(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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/// <summary>
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/// Teleports the user to the clicked location
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/// </summary>
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/// <param name="args"></param>
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private void OnTeleportSpell(TeleportSpellEvent args)
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{
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if (args.Handled)
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return;
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var transform = Transform(args.Performer);
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if (transform.MapID != args.Target.GetMapId(EntityManager)) return;
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_transformSystem.SetCoordinates(args.Performer, args.Target);
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transform.AttachToGridOrMap();
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_audio.PlayPvs(args.BlinkSound, args.Performer, AudioParams.Default.WithVolume(args.BlinkVolume));
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Speak(args);
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args.Handled = true;
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}
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/// <summary>
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/// Opens all doors within range
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/// </summary>
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/// <param name="args"></param>
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private void OnKnockSpell(KnockSpellEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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Speak(args);
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//Get the position of the player
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var transform = Transform(args.Performer);
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var coords = transform.Coordinates;
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_audio.PlayPvs(args.KnockSound, args.Performer, AudioParams.Default.WithVolume(args.KnockVolume));
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//Look for doors and don't open them if they're already open.
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foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
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{
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if (TryComp<DoorBoltComponent>(entity, out var bolts))
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_boltsSystem.SetBoltsDown(entity, bolts, false);
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if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
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_doorSystem.StartOpening(doorComp.Owner);
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}
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}
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private void OnSmiteSpell(SmiteSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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var direction = Transform(ev.Target).MapPosition.Position - Transform(ev.Performer).MapPosition.Position;
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var impulseVector = direction * 10000;
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_physics.ApplyLinearImpulse(ev.Target, impulseVector);
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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return;
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var ents = _bodySystem.GibBody(ev.Target, true, body);
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if (!ev.DeleteNonBrainParts)
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return;
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foreach (var part in ents)
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{
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// just leaves a brain and clothes
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if (HasComp<BodyComponent>(part) && !HasComp<BrainComponent>(part))
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{
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QueueDel(part);
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}
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}
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}
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/// <summary>
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/// Spawns entity prototypes from a list within range of click.
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/// </summary>
|
|
/// <remarks>
|
|
/// It will offset mobs after the first mob based on the OffsetVector2 property supplied.
|
|
/// </remarks>
|
|
/// <param name="args"> The Spawn Spell Event args.</param>
|
|
private void OnWorldSpawn(WorldSpawnSpellEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
var targetMapCoords = args.Target;
|
|
|
|
SpawnSpellHelper(args.Contents, targetMapCoords, args.Lifetime, args.Offset);
|
|
Speak(args);
|
|
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 SpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, float? lifetime, Vector2 offsetVector2)
|
|
{
|
|
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
|
|
|
|
var offsetCoords = entityCoords;
|
|
foreach (var proto in getProtos)
|
|
{
|
|
// TODO: Share this code with instant because they're both doing similar things for positioning.
|
|
var entity = Spawn(proto, offsetCoords);
|
|
offsetCoords = offsetCoords.Offset(offsetVector2);
|
|
|
|
if (lifetime != null)
|
|
{
|
|
var comp = EnsureComp<TimedDespawnComponent>(entity);
|
|
comp.Lifetime = lifetime.Value;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void Speak(BaseActionEvent args)
|
|
{
|
|
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
|
|
return;
|
|
|
|
_chat.TrySendInGameICMessage(args.Performer, Loc.GetString(speak.Speech),
|
|
InGameICChatType.Speak, false);
|
|
}
|
|
}
|