Magic Refactor + Wizard Grimoire (#22568)
* Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
@@ -1,407 +1,22 @@
|
||||
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 Content.Shared.Storage;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization.Manager;
|
||||
using Robust.Shared.Spawners;
|
||||
|
||||
namespace Content.Server.Magic;
|
||||
|
||||
/// <summary>
|
||||
/// Handles learning and using spells (actions)
|
||||
/// </summary>
|
||||
public sealed class MagicSystem : EntitySystem
|
||||
public sealed class MagicSystem : SharedMagicSystem
|
||||
{
|
||||
[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 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);
|
||||
SubscribeLocalEvent<SpeakSpellEvent>(OnSpellSpoken);
|
||||
}
|
||||
|
||||
private void OnDoAfter(EntityUid uid, SpellbookComponent component, DoAfterEvent args)
|
||||
private void OnSpellSpoken(ref SpeakSpellEvent 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)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnMove = 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, _transformSystem);
|
||||
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, 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 (!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 = 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))
|
||||
_doorSystem.SetBoltsDown((entity, bolts), false);
|
||||
|
||||
if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
|
||||
_doorSystem.StartOpening(entity);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
_chat.TrySendInGameICMessage(args.Performer, Loc.GetString(args.Speech), InGameICChatType.Speak, false);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user