Files
wwdpublic/Content.Shared/Magic/SharedMagicSystem.cs
VMSolidus 72a63f90c5 Variant Latent Psychics (#2176)
# Description

This PR adds a dedicated "Psionics" tab to the traits menu, where every
single Psionics related trait has been moved to. It includes
subcategories for Psicaster Type, Feats, and Powers.

There are currently 3 different variants of "Psicaster", two of which
are new.

**Latent Psychic**: Exactly as before with Psionics V3. No changes here.

**PsychoHistorian**: A new variant psicaster that enjoys significantly
faster power development, with a heavy focus on "Utility" powers. As a
tradeoff, they can ONLY obtain utility powers.

**Elementalist**: The second new variant psicaster type. Elementalists
have the option to buy powers directly from the Anomalist power
category. The tradeoff here is that these are the only powers they will
ever have. Elementalists will never generate new powers during a round,
and cannot gain Potentia.

All 3 Psicaster Types have their own dedicated "Shop" that is accessed
via the Powers tab in the traits menu. They each have their own separate
costs and availabilities. They also all 3 have their own random power
charts.

# TODO

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/916e205a-2c9b-4728-b37f-751f532cf23e)

</p>
</details>

# Changelog

🆑
- add: Added a dedicated Psionics tab to the Traits menu.
- add: Added PsychoHistorian as a new psionic variant. PsychoHistorians
have significantly faster new power generation, but are strictly limited
to the Mentalics power category. They essentially only get "Utility"
powers. PsychoHistorians have Telepathy as a free bonus power.
- add: Added Elementalist as a new psionic variant. Elementalists do not
generate new powers at all during the round. Instead, they purchase
powers directly at character creation, using the Anomalist powers
category.
- add: @#$%(*&FAREWELL, FRIEND. @#&#^!@*(&^$I @*#$&^@#$% WAS
@#$@#$*&^@#$ALWAYS A *&#^@$@#THOUSAND *(&@^#$TIMES *(@#$(*&MORE
*(&^*&(EVIL ^&*((*&^THAN (*&^&*(^%*(&THOU!

(cherry picked from commit 7cc86ec5558c6fbe42cdfc4cd61ac31e4bd69232)
2025-04-18 17:46:59 +03:00

527 lines
21 KiB
C#

using System.Numerics;
using Content.Shared.Actions;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chat;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Lock;
using Content.Shared.Magic.Components;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Speech.Muting;
using Content.Shared.Storage;
using Content.Shared.Tag;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
namespace Content.Shared.Magic;
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public abstract class SharedMagicSystem : EntitySystem
{
[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!;
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);
// 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;
if (comp.RequiresClothes)
{
var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD);
while (enumerator.MoveNext(out var containerSlot))
{
if (containerSlot.ContainedEntity is { } item)
hasReqs = HasComp<WizardClothesComponent>(item);
else
hasReqs = false;
if (!hasReqs)
break;
}
}
if (comp.RequiresSpeech && HasComp<MutedComponent>(args.Performer))
hasReqs = false;
if (hasReqs)
return;
args.Cancelled = true;
_popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer);
// TODO: Pre-cast do after, either here or in SharedActionsSystem
}
private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer)
{
var ev = new BeforeCastSpellEvent(performer);
RaiseLocalEvent(spell, ref ev);
return !ev.Cancelled;
}
#region Spells
#region Instant Spawn Spells
/// <summary>
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
/// </summary>
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
{
SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
}
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) || !_net.IsServer)
return;
ev.Handled = true;
Speak(ev);
var xform = Transform(ev.Performer);
var fromCoords = xform.Coordinates;
var toCoords = ev.Target;
var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var fromMap = 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 ent = Spawn(ev.Prototype, spawnCoords);
var direction = toCoords.ToMapPos(EntityManager, _transform) -
spawnCoords.ToMapPos(EntityManager, _transform);
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
}
// End Projectile Spells
#endregion
#region Change Component Spells
// staves.yml ActionRGB light
private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
Speak(ev);
foreach (var toRemove in ev.ToRemove)
{
if (_compFact.TryGetRegistration(toRemove, out var registration))
RemComp(ev.Target, registration.Type);
}
foreach (var (name, data) in ev.ToAdd)
{
if (HasComp(ev.Target, data.Component.GetType()))
continue;
var component = (Component) _compFact.GetComponent(name);
component.Owner = ev.Target;
var temp = (object) component;
_seriMan.CopyTo(data.Component, ref temp);
EntityManager.AddComponent(ev.Target, (Component) temp!);
}
}
// 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;
}
}
// 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;
_body.GibBody(ev.Target, true, body);
}
// 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))
{
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
// 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)
{
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
return;
var ev = new SpeakSpellEvent(args.Performer, speak.Speech, speak.ChatType);
RaiseLocalEvent(ref ev);
}
public void Speak(EntityUid uid, string speech, InGameICChatType inGameICChatType)
{
var ev = new SpeakSpellEvent(uid, speech, inGameICChatType);
RaiseLocalEvent(ref ev);
}
}