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# Description
This PR was originally going to be called "Psionic Refactor V3 Part 2,
Items Of Power", but I began getting shakes and started vomiting when I
saw the list of Components that make items do things when equipped, and
I had a conniption about how much code there is constantly being
repeated. So instead of this PR adding Items Of Power, I added a
universal modular generic system for making clothing items do things
when equipped and unequipped. Which hooks into the library of
TraitFunctions that we've previously created. I also added a few
"Inverse" versions of trait functions that can be used by these new
clothing functions.
<!--
# Changelog
🆑
- add: Added a universal modular system for making clothing items DO
things when equipped and unequipped. This will be used for "Psionic
Artifacts" in conjunction with the Psionic Refactor V3.
-->
(cherry picked from commit 731e14f100d8161c0f8f7eb1bc5accc2abaa24da)
452 lines
16 KiB
C#
452 lines
16 KiB
C#
using Content.Shared.Traits;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Content.Shared.Implants;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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using Content.Shared.Actions;
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using Content.Server.Abilities.Psionics;
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using Content.Shared.Psionics;
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using Content.Server.Language;
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using Content.Shared.Mood;
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using Content.Shared.Traits.Assorted.Components;
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using Content.Shared.Damage;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs;
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using Content.Shared.Damage.Components;
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using Content.Shared.NPC.Systems;
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namespace Content.Server.Traits;
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/// Used for traits that add a Component upon spawning in, overwriting the pre-existing component if it already exists.
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[UsedImplicitly]
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public sealed partial class TraitReplaceComponent : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public ComponentRegistry Components { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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foreach (var (_, data) in Components)
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{
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var comp = (Component) serializationManager.CreateCopy(data.Component, notNullableOverride: true);
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comp.Owner = uid;
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entityManager.AddComponent(uid, comp, true);
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}
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}
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}
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/// <summary>
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/// Used for traits that add a Component upon spawning in.
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/// This will do nothing if the Component already exists.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class TraitAddComponent : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public ComponentRegistry Components { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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foreach (var entry in Components.Values)
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{
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if (entityManager.HasComponent(uid, entry.Component.GetType()))
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continue;
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var comp = (Component) serializationManager.CreateCopy(entry.Component, notNullableOverride: true);
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comp.Owner = uid;
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entityManager.AddComponent(uid, comp);
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}
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}
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}
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/// Used for traits that remove a component upon a player spawning in.
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[UsedImplicitly]
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public sealed partial class TraitRemoveComponent : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public ComponentRegistry Components { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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foreach (var (name, _) in Components)
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entityManager.RemoveComponentDeferred(uid, factory.GetComponent(name).GetType());
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}
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}
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/// Used for traits that add an action upon a player spawning in.
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[UsedImplicitly]
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public sealed partial class TraitAddActions : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public List<EntProtoId> Actions { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var actionSystem = entityManager.System<SharedActionsSystem>();
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foreach (var id in Actions)
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{
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EntityUid? actionId = null;
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if (actionSystem.AddAction(uid, ref actionId, id))
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actionSystem.StartUseDelay(actionId);
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}
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}
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}
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/// Used for traits that add an Implant upon spawning in.
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[UsedImplicitly]
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public sealed partial class TraitAddImplant : TraitFunction
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{
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[DataField(customTypeSerializer: typeof(PrototypeIdHashSetSerializer<EntityPrototype>))]
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[AlwaysPushInheritance]
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public HashSet<string> Implants { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var implantSystem = entityManager.System<SharedSubdermalImplantSystem>();
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implantSystem.AddImplants(uid, Implants);
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}
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}
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/// <summary>
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/// If a trait includes any Psionic Powers, this enters the powers into PsionicSystem to be initialized.
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/// If the lack of logic here seems startling, it's okay. All of the logic necessary for adding Psionics is handled by InitializePsionicPower.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class TraitAddPsionics : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public List<ProtoId<PsionicPowerPrototype>> PsionicPowers { get; private set; } = new();
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[DataField, AlwaysPushInheritance]
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public bool PlayFeedback;
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var prototype = IoCManager.Resolve<IPrototypeManager>();
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var psionic = entityManager.System<PsionicAbilitiesSystem>();
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foreach (var powerProto in PsionicPowers)
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if (prototype.TryIndex(powerProto, out var psionicPower))
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psionic.InitializePsionicPower(uid, psionicPower, PlayFeedback);
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}
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}
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/// <summary>
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/// This isn't actually used for any traits, surprise, other systems can use these functions!
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/// This is used by Items of Power to remove a psionic power when unequipped.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class TraitRemovePsionics : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public List<ProtoId<PsionicPowerPrototype>> PsionicPowers { get; private set; } = new();
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[DataField, AlwaysPushInheritance]
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public bool Forced = true;
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var prototype = IoCManager.Resolve<IPrototypeManager>();
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var psionic = entityManager.System<PsionicAbilitiesSystem>();
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foreach (var powerProto in PsionicPowers)
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if (prototype.TryIndex(powerProto, out var psionicPower))
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psionic.RemovePsionicPower(uid, psionicPower, Forced);
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}
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}
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/// Handles all modification of Known Languages. Removes languages before adding them.
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[UsedImplicitly]
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public sealed partial class TraitModifyLanguages : TraitFunction
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{
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/// The list of all Spoken Languages that this trait adds.
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[DataField, AlwaysPushInheritance]
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public List<string>? LanguagesSpoken { get; private set; } = default!;
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/// The list of all Understood Languages that this trait adds.
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[DataField, AlwaysPushInheritance]
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public List<string>? LanguagesUnderstood { get; private set; } = default!;
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/// The list of all Spoken Languages that this trait removes.
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[DataField, AlwaysPushInheritance]
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public List<string>? RemoveLanguagesSpoken { get; private set; } = default!;
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/// The list of all Understood Languages that this trait removes.
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[DataField, AlwaysPushInheritance]
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public List<string>? RemoveLanguagesUnderstood { get; private set; } = default!;
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var language = entityManager.System<LanguageSystem>();
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if (RemoveLanguagesSpoken is not null)
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foreach (var lang in RemoveLanguagesSpoken)
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language.RemoveLanguage(uid, lang, true, false);
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if (RemoveLanguagesUnderstood is not null)
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foreach (var lang in RemoveLanguagesUnderstood)
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language.RemoveLanguage(uid, lang, false, true);
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if (LanguagesSpoken is not null)
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foreach (var lang in LanguagesSpoken)
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language.AddLanguage(uid, lang, true, false);
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if (LanguagesUnderstood is not null)
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foreach (var lang in LanguagesUnderstood)
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language.AddLanguage(uid, lang, false, true);
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}
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}
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/// Handles adding Moodlets to a player character upon spawning in. Typically used for permanent moodlets or drug addictions.
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[UsedImplicitly]
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public sealed partial class TraitAddMoodlets : TraitFunction
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{
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/// The list of all Moodlets that this trait adds.
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[DataField, AlwaysPushInheritance]
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public List<ProtoId<MoodEffectPrototype>> MoodEffects { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var prototype = IoCManager.Resolve<IPrototypeManager>();
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foreach (var moodProto in MoodEffects)
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if (prototype.TryIndex(moodProto, out var moodlet))
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entityManager.EventBus.RaiseLocalEvent(uid, new MoodEffectEvent(moodlet.ID));
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}
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}
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/// Add or remove Factions from a player upon spawning in.
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[UsedImplicitly]
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public sealed partial class TraitModifyFactions : TraitFunction
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{
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/// <summary>
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/// The list of all Factions that this trait removes.
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/// </summary>
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/// <remarks>
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/// I can't actually Validate these because the proto lives in Shared.
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/// </remarks>
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[DataField, AlwaysPushInheritance]
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public List<string> RemoveFactions { get; private set; } = new();
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/// <summary>
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/// The list of all Factions that this trait adds.
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/// </summary>
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/// <remarks>
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/// I can't actually Validate these because the proto lives in Shared.
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/// </remarks>
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[DataField, AlwaysPushInheritance]
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public List<string> AddFactions { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var factionSystem = entityManager.System<NpcFactionSystem>();
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foreach (var faction in RemoveFactions)
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factionSystem.RemoveFaction(uid, faction);
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foreach (var faction in AddFactions)
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factionSystem.AddFaction(uid, faction);
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}
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}
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/// Only use this if you know what you're doing. This function directly writes to any arbitrary component.
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[UsedImplicitly]
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public sealed partial class TraitVVEdit : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public Dictionary<string, string> VVEdit { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var vvm = IoCManager.Resolve<IViewVariablesManager>();
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foreach (var (path, value) in VVEdit)
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vvm.WritePath(path, value);
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}
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}
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/// Used for writing to an entity's ExtendDescriptionComponent. If one is not present, it will be added!
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/// Use this to create traits that add special descriptions for when a character is shift-click examined.
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[UsedImplicitly]
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public sealed partial class TraitPushDescription : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public List<DescriptionExtension> DescriptionExtensions { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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entityManager.EnsureComponent<ExtendDescriptionComponent>(uid, out var descComp);
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foreach (var descExtension in DescriptionExtensions)
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descComp.DescriptionList.Add(descExtension);
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}
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}
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[UsedImplicitly]
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public sealed partial class TraitAddArmor : TraitFunction
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{
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/// <summary>
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/// The list of prototype ID's of DamageModifierSets to be added to the enumerable damage modifiers of an entity.
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/// </summary>
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/// <remarks>
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/// Dear Maintainer, I'm well aware that validating protoIds is a thing. Unfortunately, this is for a legacy system that doesn't have validated prototypes.
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/// And refactoring the entire DamageableSystem is way the hell outside of the scope of the PR adding this function.
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/// {FaridaIsCute.png} - Solidus
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/// </remarks>
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[DataField, AlwaysPushInheritance]
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public List<string> DamageModifierSets { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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entityManager.EnsureComponent<DamageableComponent>(uid, out var damageableComponent);
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foreach (var modifierSet in DamageModifierSets)
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damageableComponent.DamageModifierSets.Add(modifierSet);
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}
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}
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[UsedImplicitly]
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public sealed partial class TraitRemoveArmor : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public List<string> DamageModifierSets { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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if (!entityManager.TryGetComponent<DamageableComponent>(uid, out var damageableComponent))
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return;
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foreach (var modifierSet in DamageModifierSets)
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damageableComponent.DamageModifierSets.Remove(modifierSet);
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}
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}
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[UsedImplicitly]
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public sealed partial class TraitAddSolutionContainer : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public Dictionary<string, SolutionComponent> Solutions { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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var solutionContainer = entityManager.System<SharedSolutionContainerSystem>();
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foreach (var (containerKey, solution) in Solutions)
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{
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var hasSolution = solutionContainer.EnsureSolution(uid, containerKey, out Solution? newSolution);
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if (!hasSolution)
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return;
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newSolution!.AddSolution(solution.Solution, null);
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}
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}
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}
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[UsedImplicitly]
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public sealed partial class TraitModifyMobThresholds : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public int CritThresholdModifier;
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[DataField, AlwaysPushInheritance]
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public int DeadThresholdModifier;
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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if (!entityManager.TryGetComponent<MobThresholdsComponent>(uid, out var threshold))
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return;
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var thresholdSystem = entityManager.System<MobThresholdSystem>();
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if (CritThresholdModifier != 0)
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{
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var critThreshold = thresholdSystem.GetThresholdForState(uid, MobState.Critical, threshold);
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if (critThreshold != 0)
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thresholdSystem.SetMobStateThreshold(uid, critThreshold + CritThresholdModifier, MobState.Critical);
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}
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if (DeadThresholdModifier != 0)
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{
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var deadThreshold = thresholdSystem.GetThresholdForState(uid, MobState.Dead, threshold);
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if (deadThreshold != 0)
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thresholdSystem.SetMobStateThreshold(uid, deadThreshold + DeadThresholdModifier, MobState.Dead);
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}
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}
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}
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[UsedImplicitly]
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public sealed partial class TraitModifyStamina : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public float StaminaModifier;
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[DataField, AlwaysPushInheritance]
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public float DecayModifier;
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[DataField, AlwaysPushInheritance]
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public float CooldownModifier;
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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if (!entityManager.TryGetComponent<StaminaComponent>(uid, out var staminaComponent))
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return;
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staminaComponent.CritThreshold += StaminaModifier;
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staminaComponent.Decay += DecayModifier;
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staminaComponent.Cooldown += CooldownModifier;
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}
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}
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