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* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага
935 lines
38 KiB
C#
935 lines
38 KiB
C#
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using System.Linq;
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using System.Numerics;
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using Content.Shared.Changeling;
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using Content.Shared._Shitcode.Wizard;
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using Content.Shared._Shitcode.Wizard.BindSoul;
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using Content.Shared._Shitcode.Wizard.Chuuni;
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using Content.Shared._Shitcode.Wizard.FadingTimedDespawn;
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using Content.Shared._Shitmed.Targeting;
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using Content.Shared.Actions;
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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.Damage;
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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.FixedPoint;
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using Content.Shared.Ghost;
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using Content.Shared.Gibbing.Events;
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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.Mobs.Systems;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Revolutionary.Components;
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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 Content.Shared.Zombies;
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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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using Robust.Shared.Timing;
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namespace Content.Shared.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 abstract class SharedMagicSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!; // Goobstation
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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 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 MobStateSystem _mobState = 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 DamageableSystem _damageable = default!; // Goobstation
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[Dependency] private readonly NpcFactionSystem _faction = default!; // Goobstation
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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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// Spell wishlist
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// A wishlish of spells that I'd like to implement or planning on implementing in a future PR
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// TODO: InstantDoAfterSpell and WorldDoafterSpell
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// Both would be an action that take in an event, that passes an event to trigger once the doafter is done
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// This would be three events:
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// 1 - Event that triggers from the action that starts the doafter
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// 2 - The doafter event itself, which passes the event with it
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// 3 - The event to trigger once the do-after finishes
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// TODO: Inanimate objects to life ECS
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// AI sentience
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// TODO: Flesh2Stone
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// Entity Target spell
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// Synergy with Inanimate object to life (detects player and allows player to move around)
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// TODO: Lightning Spell
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// Should just fire lightning, try to prevent arc back to caster
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// TODO: Magic Missile (homing projectile ecs)
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// Instant action, target any player (except self) on screen
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// TODO: Random projectile ECS for magic-carp, wand of magic
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// TODO: Recall Spell
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// mark any item in hand to recall
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// ItemRecallComponent
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// Event adds the component if it doesn't exist and the performer isn't stored in the comp
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// 2nd firing of the event checks to see if the recall comp has this uid, and if it does it calls it
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// if no free hands, summon at feet
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// if item deleted, clear stored item
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// TODO: Jaunt (should be its own ECS)
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// Instant action
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// When clicked, disappear/reappear (goes to paused map)
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// option to restrict to tiles
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// option for requiring entry/exit (blood jaunt)
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// speed option
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// TODO: Summon Events
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// List of wizard events to add into the event pool that frequently activate
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// floor is lava
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// change places
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// ECS that when triggered, will periodically trigger a random GameRule
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// Would need a controller/controller entity?
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// TODO: Summon Guns
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// Summon a random gun at peoples feet
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// Get every alive player (not in cryo, not a simplemob)
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// TODO: After Antag Rework - Rare chance of giving gun collector status to people
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// TODO: Summon Magic
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// Summon a random magic wand at peoples feet
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// Get every alive player (not in cryo, not a simplemob)
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// TODO: After Antag Rework - Rare chance of giving magic collector status to people
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// TODO: Bottle of Blood
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// Summons Slaughter Demon
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// TODO: Slaughter Demon
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// Also see Jaunt
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// TODO: Field Spells
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// Should be able to specify a grid of tiles (3x3 for example) that it effects
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// Timed despawn - so it doesn't last forever
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// Ignore caster - for spells that shouldn't effect the caster (ie if timestop should effect the caster)
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// TODO: Touch toggle spell
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// 1 - When toggled on, show in hand
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// 2 - Block hand when toggled on
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// - Require free hand
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// 3 - use spell event when toggled & click
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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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// Goobstation start
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var requiresSpeech = comp.RequiresSpeech;
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var flags = SlotFlags.OUTERCLOTHING | SlotFlags.HEAD;
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var requiredSlots = 2;
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if (_inventory.TryGetSlotEntity(args.Performer, "eyes", out var eyepatch) &&
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HasComp<ChuuniEyepatchComponent>(eyepatch.Value))
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{
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requiresSpeech = true;
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flags = SlotFlags.OUTERCLOTHING;
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requiredSlots = 1;
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}
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var slots = 0;
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// Goobstation end
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if (comp.RequiresClothes)
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{
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if (!TryComp(args.Performer, out InventoryComponent? inventory)) // Goob edit
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hasReqs = false;
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else
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{
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var enumerator = _inventory.GetSlotEnumerator((args.Performer, inventory), flags); // Goob edit
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while (enumerator.MoveNext(out var containerSlot))
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{
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slots++; // Goobstation
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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 (slots < requiredSlots) // Goobstation
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hasReqs = false;
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}
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if (!hasReqs) // Goobstation
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{
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_popup.PopupClient(Loc.GetString("spell-requirements-failed-clothes"), args.Performer, args.Performer);
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args.Cancelled = true;
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return;
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}
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if (requiresSpeech && HasComp<MutedComponent>(args.Performer)) // Goob edit
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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-speech"), args.Performer, args.Performer); // Goob edit
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// TODO: Pre-cast do after, either here or in SharedActionsSystem
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}
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public bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer) // Goob edit
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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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Speak(args);
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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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{
|
|
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 (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
|
|
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 (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
|
|
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);
|
|
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 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)) // Goob edit
|
|
return;
|
|
|
|
if (ev.Coords == null) // Goob edit
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
if (_net.IsClient) // Goobstation
|
|
return;
|
|
|
|
var xform = Transform(ev.Performer);
|
|
var fromCoords = xform.Coordinates;
|
|
var toCoords = ev.Coords.Value; // Goob edit
|
|
|
|
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
|
|
var fromMap = fromCoords.ToMap(EntityManager, _transform);
|
|
var spawnCoords = _mapManager.TryFindGridAt(fromMap, out var gridUid, out _)
|
|
? fromCoords.WithEntityId(gridUid, EntityManager)
|
|
: new(_mapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
|
|
|
|
var userVelocity = _physics.GetMapLinearVelocity(spawnCoords); // Goob edit
|
|
|
|
var ent = Spawn(ev.Prototype, spawnCoords);
|
|
var direction = toCoords.ToMapPos(EntityManager, _transform) -
|
|
spawnCoords.ToMapPos(EntityManager, _transform);
|
|
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
|
|
|
|
if (ev.Entity != null) // Goobstation
|
|
_gunSystem.SetTarget(ent, ev.Entity.Value, out _);
|
|
}
|
|
// 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;
|
|
if (ev.DoSpeech)
|
|
Speak(ev);
|
|
|
|
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 != args.Target.GetMapId(EntityManager) || !_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);
|
|
Speak(args);
|
|
args.Handled = true;
|
|
}
|
|
// 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)_compFact.GetComponent(name);
|
|
var temp = (object)component;
|
|
_seriMan.CopyTo(data.Component, ref temp);
|
|
EntityManager.AddComponent(target, (Component)temp!);
|
|
}
|
|
}
|
|
|
|
private void RemoveComponents(EntityUid target, HashSet<string> comps)
|
|
{
|
|
foreach (var toRemove in comps)
|
|
{
|
|
if (_compFact.TryGetRegistration(toRemove, out var registration))
|
|
RemComp(target, registration.Type);
|
|
}
|
|
}
|
|
// End Spell Helpers
|
|
#endregion
|
|
#region Smite Spells
|
|
private void OnSmiteSpell(SmiteSpellEvent ev)
|
|
{
|
|
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
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;
|
|
|
|
if (_timing.IsFirstTimePredicted) // Goobstation
|
|
_body.GibBody(ev.Target, true, body, splatModifier: 10f, contents: GibContentsOption.Skip); // Goob edit
|
|
}
|
|
// End Smite 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;
|
|
Speak(args);
|
|
|
|
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 | LookupFlags.Approximate)) // Goob edit
|
|
{
|
|
// Goob edit
|
|
// 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;
|
|
Speak(ev);
|
|
|
|
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
|
|
|
|
private void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev)
|
|
{
|
|
if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns)
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
var allHumans = _mind.GetAliveHumans();
|
|
|
|
foreach (var human in allHumans)
|
|
{
|
|
if (!human.Comp.OwnedEntity.HasValue)
|
|
continue;
|
|
|
|
var ent = human.Comp.OwnedEntity.Value;
|
|
|
|
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;
|
|
|
|
// Goobstation start
|
|
if (_mobState.IsIncapacitated(ev.Target) || HasComp<ZombieComponent>(ev.Target))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("spell-fail-mindswap-dead"), ev.Performer, ev.Performer);
|
|
return;
|
|
}
|
|
|
|
List<(Type, string)> blockers = new()
|
|
{
|
|
(typeof(ChangelingComponent), "changeling"),
|
|
// You should be able to mindswap with heretics,
|
|
// but all of their data and abilities are not tied to their mind, I'm not making this work.
|
|
// (typeof(HereticComponent), "heretic"), TODO: Uncomment, when heretic will be ported
|
|
// (typeof(GhoulComponent), "ghoul"), TODO: Uncomment, when heretic will be ported
|
|
// Mindswapping with aghost real.
|
|
(typeof(GhostComponent), "ghost"),
|
|
(typeof(SpectralComponent), "ghost"),
|
|
(typeof(TimedDespawnComponent), "temporary"),
|
|
(typeof(FadingTimedDespawnComponent), "temporary"),
|
|
};
|
|
|
|
if (blockers.Any(x => CheckMindswapBlocker(x.Item1, x.Item2)))
|
|
return;
|
|
// Goobstation end
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
// 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);
|
|
|
|
_tag.AddTag(ev.Performer, SharedBindSoulSystem.IgnoreBindSoulTag); // Goobstation
|
|
_tag.AddTag(ev.Target, SharedBindSoulSystem.IgnoreBindSoulTag); // Goobstation
|
|
|
|
_mind.TransferTo(perMind, ev.Target);
|
|
|
|
if (tarHasMind)
|
|
{
|
|
_mind.TransferTo(tarMind, ev.Performer);
|
|
}
|
|
|
|
// Goobstation start
|
|
List<Type> components = new()
|
|
{
|
|
typeof(RevolutionaryComponent),
|
|
typeof(HeadRevolutionaryComponent),
|
|
typeof(WizardComponent),
|
|
typeof(ApprenticeComponent),
|
|
};
|
|
|
|
foreach (var component in components)
|
|
{
|
|
TransferComponent(component, ev.Performer, ev.Target);
|
|
}
|
|
|
|
TransferFactions();
|
|
|
|
if (_net.IsServer)
|
|
{
|
|
_audio.PlayEntity(ev.Sound, ev.Target, ev.Target);
|
|
_audio.PlayEntity(ev.Sound, ev.Performer, ev.Performer);
|
|
}
|
|
// Goobstation end
|
|
|
|
_tag.RemoveTag(ev.Performer, SharedBindSoulSystem.IgnoreBindSoulTag); // Goobstation
|
|
_tag.RemoveTag(ev.Target, SharedBindSoulSystem.IgnoreBindSoulTag); // Goobstation
|
|
|
|
_stun.KnockdownOrStun(ev.Target, ev.TargetStunDuration, true); // Goob edit
|
|
_stun.KnockdownOrStun(ev.Performer, ev.PerformerStunDuration, true); // Goob edit
|
|
|
|
// Goobstation start
|
|
return;
|
|
|
|
void TransferFactions()
|
|
{
|
|
TryComp(ev.Performer, out NpcFactionMemberComponent? performerFaction);
|
|
TryComp(ev.Target, out NpcFactionMemberComponent? targetFaction);
|
|
|
|
if (performerFaction == null && targetFaction == null)
|
|
return;
|
|
|
|
var performerHadFaction = true;
|
|
var targetHadFaction = true;
|
|
|
|
if (performerFaction == null)
|
|
{
|
|
performerFaction = AddComp<NpcFactionMemberComponent>(ev.Performer);
|
|
performerHadFaction = false;
|
|
}
|
|
|
|
if (targetFaction == null)
|
|
{
|
|
targetFaction = AddComp<NpcFactionMemberComponent>(ev.Target);
|
|
targetHadFaction = false;
|
|
}
|
|
|
|
List<ProtoId<NpcFactionPrototype>> factionsToTransfer = new()
|
|
{
|
|
"Wizard",
|
|
};
|
|
|
|
ProtoId<NpcFactionPrototype> fallbackFaction = "NanoTrasen";
|
|
|
|
var performerFactions = new HashSet<ProtoId<NpcFactionPrototype>>();
|
|
var targetFactions = new HashSet<ProtoId<NpcFactionPrototype>>();
|
|
|
|
foreach (var faction in FilterFactions(performerFaction.Factions))
|
|
{
|
|
performerFactions.Add(faction);
|
|
}
|
|
|
|
foreach (var faction in FilterFactions(targetFaction.Factions))
|
|
{
|
|
targetFactions.Add(faction);
|
|
}
|
|
|
|
Entity<NpcFactionMemberComponent?> targetFactionEnt = (ev.Target, targetFaction);
|
|
foreach (var faction in targetFactions)
|
|
{
|
|
_faction.RemoveFaction(targetFactionEnt, faction, false);
|
|
}
|
|
|
|
Entity<NpcFactionMemberComponent?> performerFactionEnt = (ev.Performer, performerFaction);
|
|
foreach (var faction in performerFactions)
|
|
{
|
|
_faction.RemoveFaction(performerFactionEnt, faction, false);
|
|
}
|
|
|
|
if (performerHadFaction)
|
|
_faction.AddFactions(targetFactionEnt, performerFactions);
|
|
|
|
if (targetHadFaction)
|
|
_faction.AddFactions(performerFactionEnt, targetFactions);
|
|
|
|
if (targetFaction.Factions.Count == 0)
|
|
_faction.AddFaction(targetFactionEnt, fallbackFaction);
|
|
|
|
if (performerFaction.Factions.Count == 0)
|
|
_faction.AddFaction(performerFactionEnt, fallbackFaction);
|
|
return;
|
|
|
|
IEnumerable<ProtoId<NpcFactionPrototype>> FilterFactions(HashSet<ProtoId<NpcFactionPrototype>> factions)
|
|
{
|
|
return factions.Where(x => factionsToTransfer.Contains(x));
|
|
}
|
|
}
|
|
|
|
bool CheckMindswapBlocker(Type type, string message)
|
|
{
|
|
if (!HasComp(ev.Target, type))
|
|
return false;
|
|
|
|
_popup.PopupClient(Loc.GetString($"spell-fail-mindswap-{message}"), ev.Performer, ev.Performer);
|
|
return true;
|
|
}
|
|
// Goobstation end
|
|
}
|
|
|
|
private void TransferComponent(Type type, EntityUid a, EntityUid b)
|
|
{
|
|
var aHasComp = HasComp(a, type);
|
|
var bHasComp = HasComp(b, type);
|
|
|
|
if (aHasComp && bHasComp)
|
|
return;
|
|
|
|
var comp = _compFact.GetComponent(type);
|
|
if (aHasComp)
|
|
{
|
|
AddComp(b, comp);
|
|
RemCompDeferred(a, type);
|
|
}
|
|
else if (bHasComp)
|
|
{
|
|
AddComp(a, comp);
|
|
RemCompDeferred(b, type);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
// End Spells
|
|
#endregion
|
|
|
|
// When any spell is cast it will raise this as an event, so then it can be played in server or something. At least until chat gets moved to shared
|
|
// TODO: Temp until chat is in shared
|
|
public void Speak(BaseActionEvent args) // Goob edit
|
|
{
|
|
// Goob edit start
|
|
var speech = string.Empty;
|
|
|
|
if (args is ISpeakSpell speak && !string.IsNullOrWhiteSpace(speak.Speech))
|
|
speech = speak.Speech;
|
|
|
|
if (TryComp(args.Action, out MagicComponent? magic))
|
|
{
|
|
var invocationEv = new GetSpellInvocationEvent(magic.School, args.Performer);
|
|
RaiseLocalEvent(args.Performer, invocationEv);
|
|
if (invocationEv.Invocation.HasValue)
|
|
speech = invocationEv.Invocation;
|
|
if (invocationEv.ToHeal.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
_damageable.TryChangeDamage(args.Performer,
|
|
-invocationEv.ToHeal,
|
|
true,
|
|
false,
|
|
canSever: false,
|
|
targetPart: TargetBodyPart.All);
|
|
}
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(speech))
|
|
return;
|
|
|
|
var ev = new SpeakSpellEvent(args.Performer, speech);
|
|
// Goob edit end
|
|
RaiseLocalEvent(ref ev);
|
|
}
|
|
}
|