Files
wwdpublic/Content.Server/Magic/MagicSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com>
Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com>
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: Miro Kavaliou <miraslauk@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com>
Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
2023-10-03 14:15:46 -05:00

408 lines
14 KiB
C#

using System.Numerics;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Magic.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Actions;
using Content.Shared.Body.Components;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Interaction.Events;
using Content.Shared.Magic;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Robust.Shared.Spawners;
using Content.Shared.Storage;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Magic;
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public sealed class MagicSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _seriMan = default!;
[Dependency] private readonly IComponentFactory _compFact = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpellbookComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
}
private void OnDoAfter(EntityUid uid, SpellbookComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
args.Handled = true;
if (!component.LearnPermanently)
{
_actionsSystem.GrantActions(args.Args.User, component.Spells, uid);
return;
}
foreach (var (id, charges) in component.SpellActions)
{
// TOOD store spells entity ids on some sort of innate magic user component or something like that.
EntityUid? actionId = null;
if (_actionsSystem.AddAction(args.Args.User, ref actionId, id))
_actionsSystem.SetCharges(actionId, charges < 0 ? null : charges);
}
component.SpellActions.Clear();
}
private void OnInit(EntityUid uid, SpellbookComponent component, MapInitEvent args)
{
if (component.LearnPermanently)
return;
foreach (var (id, charges) in component.SpellActions)
{
var spell = _actionContainer.AddAction(uid, id);
if (spell == null)
continue;
_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
component.Spells.Add(spell.Value);
}
}
private void OnUse(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
AttemptLearn(uid, component, args);
args.Handled = true;
}
private void AttemptLearn(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
{
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.LearnTime, new SpellbookDoAfterEvent(), uid, target: uid)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true //What, are you going to read with your eyes only??
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
#region 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)
return;
var transform = Transform(args.Performer);
foreach (var position in GetSpawnPositions(transform, args.Pos))
{
var ent = Spawn(args.Prototype, position.SnapToGrid(EntityManager, _mapManager));
if (args.PreventCollideWithCaster)
{
var comp = EnsureComp<PreventCollideComponent>(ent);
comp.Uid = args.Performer;
}
}
Speak(args);
args.Handled = true;
}
private void OnProjectileSpell(ProjectileSpellEvent ev)
{
if (ev.Handled)
return;
ev.Handled = true;
Speak(ev);
var xform = Transform(ev.Performer);
var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
foreach (var pos in GetSpawnPositions(xform, ev.Pos))
{
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var mapPos = pos.ToMap(EntityManager);
var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
? pos.WithEntityId(gridUid, EntityManager)
: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
var ent = Spawn(ev.Prototype, spawnCoords);
var direction = ev.Target.ToMapPos(EntityManager, _transformSystem) -
spawnCoords.ToMapPos(EntityManager, _transformSystem);
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer);
}
}
private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
{
if (ev.Handled)
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!);
}
}
private List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData data)
{
switch (data)
{
case TargetCasterPos:
return new List<EntityCoordinates>(1) {casterXform.Coordinates};
case TargetInFront:
{
// This is shit but you get the idea.
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!_mapManager.TryGetGrid(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 = mapGrid.GridTileToLocal(tileIndex);
EntityCoordinates coordsPlus;
EntityCoordinates coordsMinus;
var dir = casterXform.LocalRotation.GetCardinalDir();
switch (dir)
{
case Direction.North:
case Direction.South:
{
coordsPlus = mapGrid.GridTileToLocal(tileIndex + (1, 0));
coordsMinus = mapGrid.GridTileToLocal(tileIndex + (-1, 0));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
case Direction.East:
case Direction.West:
{
coordsPlus = mapGrid.GridTileToLocal(tileIndex + (0, 1));
coordsMinus = mapGrid.GridTileToLocal(tileIndex + (0, -1));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
}
return new List<EntityCoordinates>();
}
default:
throw new ArgumentOutOfRangeException();
}
}
/// <summary>
/// Teleports the user to the clicked location
/// </summary>
/// <param name="args"></param>
private void OnTeleportSpell(TeleportSpellEvent args)
{
if (args.Handled)
return;
var transform = Transform(args.Performer);
if (transform.MapID != args.Target.GetMapId(EntityManager)) return;
_transformSystem.SetCoordinates(args.Performer, args.Target);
transform.AttachToGridOrMap();
_audio.PlayPvs(args.BlinkSound, args.Performer, AudioParams.Default.WithVolume(args.BlinkVolume));
Speak(args);
args.Handled = true;
}
/// <summary>
/// Opens all doors within range
/// </summary>
/// <param name="args"></param>
private void OnKnockSpell(KnockSpellEvent args)
{
if (args.Handled)
return;
args.Handled = true;
Speak(args);
//Get the position of the player
var transform = Transform(args.Performer);
var coords = transform.Coordinates;
_audio.PlayPvs(args.KnockSound, args.Performer, AudioParams.Default.WithVolume(args.KnockVolume));
//Look for doors and don't open them if they're already open.
foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
{
if (TryComp<DoorBoltComponent>(entity, out var bolts))
_boltsSystem.SetBoltsDown(entity, bolts, false);
if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
_doorSystem.StartOpening(doorComp.Owner);
}
}
private void OnSmiteSpell(SmiteSpellEvent ev)
{
if (ev.Handled)
return;
ev.Handled = true;
Speak(ev);
var direction = Transform(ev.Target).MapPosition.Position - Transform(ev.Performer).MapPosition.Position;
var impulseVector = direction * 10000;
_physics.ApplyLinearImpulse(ev.Target, impulseVector);
if (!TryComp<BodyComponent>(ev.Target, out var body))
return;
var ents = _bodySystem.GibBody(ev.Target, true, body);
if (!ev.DeleteNonBrainParts)
return;
foreach (var part in ents)
{
// just leaves a brain and clothes
if (HasComp<BodyComponent>(part) && !HasComp<BrainComponent>(part))
{
QueueDel(part);
}
}
}
/// <summary>
/// Spawns entity prototypes from a list within range of click.
/// </summary>
/// <remarks>
/// It will offset mobs after the first mob based on the OffsetVector2 property supplied.
/// </remarks>
/// <param name="args"> The Spawn Spell Event args.</param>
private void OnWorldSpawn(WorldSpawnSpellEvent args)
{
if (args.Handled)
return;
var targetMapCoords = args.Target;
SpawnSpellHelper(args.Contents, targetMapCoords, args.Lifetime, args.Offset);
Speak(args);
args.Handled = true;
}
/// <summary>
/// Loops through a supplied list of entity prototypes and spawns them
/// </summary>
/// <remarks>
/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
/// offset
/// </remarks>
/// <param name="entityEntries"> The list of Entities to spawn in</param>
/// <param name="entityCoords"> Map Coordinates where the entities will spawn</param>
/// <param name="lifetime"> Check to see if the entities should self delete</param>
/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
private void SpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, float? lifetime, Vector2 offsetVector2)
{
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
var offsetCoords = entityCoords;
foreach (var proto in getProtos)
{
// TODO: Share this code with instant because they're both doing similar things for positioning.
var entity = Spawn(proto, offsetCoords);
offsetCoords = offsetCoords.Offset(offsetVector2);
if (lifetime != null)
{
var comp = EnsureComp<TimedDespawnComponent>(entity);
comp.Lifetime = lifetime.Value;
}
}
}
#endregion
private void Speak(BaseActionEvent args)
{
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
return;
_chat.TrySendInGameICMessage(args.Performer, Loc.GetString(speak.Speech),
InGameICChatType.Speak, false);
}
}