Files
wwdpublic/Content.Shared/Magic/SharedMagicSystem.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* 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
2025-04-26 10:18:58 +03:00

935 lines
38 KiB
C#

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//
// SPDX-License-Identifier: AGPL-3.0-or-later
using System.Linq;
using System.Numerics;
using Content.Shared.Changeling;
using Content.Shared._Shitcode.Wizard;
using Content.Shared._Shitcode.Wizard.BindSoul;
using Content.Shared._Shitcode.Wizard.Chuuni;
using Content.Shared._Shitcode.Wizard.FadingTimedDespawn;
using Content.Shared._Shitmed.Targeting;
using Content.Shared.Actions;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Damage;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Ghost;
using Content.Shared.Gibbing.Events;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Lock;
using Content.Shared.Magic.Components;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Prototypes;
using Content.Shared.NPC.Systems;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Revolutionary.Components;
using Content.Shared.Speech.Muting;
using Content.Shared.Storage;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Zombies;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
namespace Content.Shared.Magic;
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public abstract class SharedMagicSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!; // Goobstation
[Dependency] private readonly ISerializationManager _seriMan = default!;
[Dependency] private readonly IComponentFactory _compFact = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedBodySystem _body = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _door = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly DamageableSystem _damageable = default!; // Goobstation
[Dependency] private readonly NpcFactionSystem _faction = default!; // Goobstation
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
// Spell wishlist
// A wishlish of spells that I'd like to implement or planning on implementing in a future PR
// TODO: InstantDoAfterSpell and WorldDoafterSpell
// Both would be an action that take in an event, that passes an event to trigger once the doafter is done
// This would be three events:
// 1 - Event that triggers from the action that starts the doafter
// 2 - The doafter event itself, which passes the event with it
// 3 - The event to trigger once the do-after finishes
// TODO: Inanimate objects to life ECS
// AI sentience
// TODO: Flesh2Stone
// Entity Target spell
// Synergy with Inanimate object to life (detects player and allows player to move around)
// TODO: Lightning Spell
// Should just fire lightning, try to prevent arc back to caster
// TODO: Magic Missile (homing projectile ecs)
// Instant action, target any player (except self) on screen
// TODO: Random projectile ECS for magic-carp, wand of magic
// TODO: Recall Spell
// mark any item in hand to recall
// ItemRecallComponent
// Event adds the component if it doesn't exist and the performer isn't stored in the comp
// 2nd firing of the event checks to see if the recall comp has this uid, and if it does it calls it
// if no free hands, summon at feet
// if item deleted, clear stored item
// TODO: Jaunt (should be its own ECS)
// Instant action
// When clicked, disappear/reappear (goes to paused map)
// option to restrict to tiles
// option for requiring entry/exit (blood jaunt)
// speed option
// TODO: Summon Events
// List of wizard events to add into the event pool that frequently activate
// floor is lava
// change places
// ECS that when triggered, will periodically trigger a random GameRule
// Would need a controller/controller entity?
// TODO: Summon Guns
// Summon a random gun at peoples feet
// Get every alive player (not in cryo, not a simplemob)
// TODO: After Antag Rework - Rare chance of giving gun collector status to people
// TODO: Summon Magic
// Summon a random magic wand at peoples feet
// Get every alive player (not in cryo, not a simplemob)
// TODO: After Antag Rework - Rare chance of giving magic collector status to people
// TODO: Bottle of Blood
// Summons Slaughter Demon
// TODO: Slaughter Demon
// Also see Jaunt
// TODO: Field Spells
// Should be able to specify a grid of tiles (3x3 for example) that it effects
// Timed despawn - so it doesn't last forever
// Ignore caster - for spells that shouldn't effect the caster (ie if timestop should effect the caster)
// TODO: Touch toggle spell
// 1 - When toggled on, show in hand
// 2 - Block hand when toggled on
// - Require free hand
// 3 - use spell event when toggled & click
}
private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
{
var comp = ent.Comp;
var hasReqs = true;
// Goobstation start
var requiresSpeech = comp.RequiresSpeech;
var flags = SlotFlags.OUTERCLOTHING | SlotFlags.HEAD;
var requiredSlots = 2;
if (_inventory.TryGetSlotEntity(args.Performer, "eyes", out var eyepatch) &&
HasComp<ChuuniEyepatchComponent>(eyepatch.Value))
{
requiresSpeech = true;
flags = SlotFlags.OUTERCLOTHING;
requiredSlots = 1;
}
var slots = 0;
// Goobstation end
if (comp.RequiresClothes)
{
if (!TryComp(args.Performer, out InventoryComponent? inventory)) // Goob edit
hasReqs = false;
else
{
var enumerator = _inventory.GetSlotEnumerator((args.Performer, inventory), flags); // Goob edit
while (enumerator.MoveNext(out var containerSlot))
{
slots++; // Goobstation
if (containerSlot.ContainedEntity is { } item)
hasReqs = HasComp<WizardClothesComponent>(item);
else
hasReqs = false;
if (!hasReqs)
break;
}
}
if (slots < requiredSlots) // Goobstation
hasReqs = false;
}
if (!hasReqs) // Goobstation
{
_popup.PopupClient(Loc.GetString("spell-requirements-failed-clothes"), args.Performer, args.Performer);
args.Cancelled = true;
return;
}
if (requiresSpeech && HasComp<MutedComponent>(args.Performer)) // Goob edit
hasReqs = false;
if (hasReqs)
return;
args.Cancelled = true;
_popup.PopupClient(Loc.GetString("spell-requirements-failed-speech"), args.Performer, args.Performer); // Goob edit
// TODO: Pre-cast do after, either here or in SharedActionsSystem
}
public bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer) // Goob edit
{
var ev = new BeforeCastSpellEvent(performer);
RaiseLocalEvent(spell, ref ev);
return !ev.Cancelled;
}
#region Spells
#region Instant Spawn Spells
/// <summary>
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
/// </summary>
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
{
SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
}
Speak(args);
args.Handled = true;
}
/// <summary>
/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
/// </summary>
/// <exception cref="ArgumentOutOfRangeException"></exception>
private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data)
{
switch (data)
{
case TargetCasterPos:
return new List<EntityCoordinates>(1) {casterXform.Coordinates};
case TargetInFrontSingle:
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
return new List<EntityCoordinates>();
if (!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);
}
}