Add RGB staff (#13125)
This commit is contained in:
@@ -149,7 +149,7 @@ namespace Content.Client.Actions
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/// <summary>
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/// Execute convenience functionality for actions (pop-ups, sound, speech)
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/// </summary>
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protected override bool PerformBasicActions(EntityUid user, ActionType action)
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protected override bool PerformBasicActions(EntityUid user, ActionType action, bool predicted)
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{
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var performedAction = action.Sound != null
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|| !string.IsNullOrWhiteSpace(action.UserPopup)
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@@ -233,7 +233,7 @@ namespace Content.Client.Actions
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if (instantAction.Event != null)
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instantAction.Event.Performer = user;
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PerformAction(PlayerActions, instantAction, instantAction.Event, GameTiming.CurTime);
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PerformAction(user, PlayerActions, instantAction, instantAction.Event, GameTiming.CurTime);
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}
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else
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{
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Content.Client.Actions;
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using Content.Client.Construction;
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@@ -224,7 +224,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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action.Event.Performer = user;
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}
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_actionsSystem.PerformAction(actionComp, action, action.Event, _timing.CurTime);
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_actionsSystem.PerformAction(user, actionComp, action, action.Event, _timing.CurTime);
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}
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else
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_entities.RaisePredictiveEvent(new RequestPerformActionEvent(action, coords));
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@@ -256,7 +256,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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action.Event.Performer = user;
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}
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_actionsSystem.PerformAction(actionComp, action, action.Event, _timing.CurTime);
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_actionsSystem.PerformAction(user, actionComp, action, action.Event, _timing.CurTime);
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}
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else
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_entities.RaisePredictiveEvent(new RequestPerformActionEvent(action, args.EntityUid));
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30
Content.Server/Actions/ActionOnInteractComponent.cs
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30
Content.Server/Actions/ActionOnInteractComponent.cs
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@@ -0,0 +1,30 @@
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Interaction;
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namespace Content.Server.Actions;
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/// <summary>
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/// This component enables an entity to perform actions when used to interact with the world, without actually
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/// granting that action to the entity that is using the item.
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/// </summary>
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/// <remarks>
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/// If the entity is used in hand (<see cref="ActivateInWorldEvent"/>), it will perform a random available instant
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/// action. If the entity is used to interact with another entity (<see cref="InteractUsingEvent"/>), it will
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/// attempt to perform a random entity target action. Finally, if the entity is used to click somewhere in the world
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/// and no other interaction takes place (<see cref="AfterInteractEvent"/>), then it will try to perform a random
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/// available entity or world target action. This component does not bypass standard interaction checks.
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///
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/// This component mainly exists as a lazy way to add utility entities that can do things like cast "spells".
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/// </remarks>
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[RegisterComponent]
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public sealed class ActionOnInteractComponent : Component
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{
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[DataField("activateActions")]
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public List<InstantAction>? ActivateActions;
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[DataField("entityActions")]
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public List<EntityTargetAction>? EntityActions;
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[DataField("worldActions")]
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public List<WorldTargetAction>? WorldActions;
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}
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131
Content.Server/Actions/ActionOnInteractSystem.cs
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131
Content.Server/Actions/ActionOnInteractSystem.cs
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@@ -0,0 +1,131 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Interaction;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Actions;
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/// <summary>
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/// This System handled interactions for the <see cref="ActionOnInteractComponent"/>.
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/// </summary>
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public sealed class ActionOnInteractSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActionOnInteractComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActionOnInteractComponent, AfterInteractEvent>(OnAfterInteract);
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}
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private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || component.ActivateActions == null)
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return;
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var options = new List<InstantAction>();
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foreach (var action in component.ActivateActions)
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{
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if (ValidAction(action))
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options.Add(action);
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}
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if (options.Count == 0)
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return;
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var act = _random.Pick(options);
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if (act.Event != null)
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act.Event.Performer = args.User;
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act.Provider = uid;
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_actions.PerformAction(args.User, null, act, act.Event, _timing.CurTime, false);
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args.Handled = true;
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}
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private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
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{
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if (args.Handled)
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return;
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// First, try entity target actions
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if (args.Target != null && component.EntityActions != null)
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{
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var entOptions = new List<EntityTargetAction>();
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foreach (var action in component.EntityActions)
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{
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if (!ValidAction(action, args.CanReach))
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continue;
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if (!_actions.ValidateEntityTarget(args.User, args.Target.Value, action))
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continue;
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entOptions.Add(action);
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}
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if (entOptions.Count > 0)
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{
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var entAct = _random.Pick(entOptions);
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if (entAct.Event != null)
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{
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entAct.Event.Performer = args.User;
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entAct.Event.Target = args.Target.Value;
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}
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entAct.Provider = uid;
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_actions.PerformAction(args.User, null, entAct, entAct.Event, _timing.CurTime, false);
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args.Handled = true;
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return;
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}
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}
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// else: try world target actions
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if (component.WorldActions == null)
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return;
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var options = new List<WorldTargetAction>();
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foreach (var action in component.WorldActions)
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{
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if (!ValidAction(action, args.CanReach))
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continue;
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if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, action))
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continue;
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options.Add(action);
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}
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if (options.Count == 0)
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return;
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var act = _random.Pick(options);
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if (act.Event != null)
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{
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act.Event.Performer = args.User;
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act.Event.Target = args.ClickLocation;
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}
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act.Provider = uid;
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_actions.PerformAction(args.User, null, act, act.Event, _timing.CurTime, false);
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args.Handled = true;
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}
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private bool ValidAction(ActionType act, bool canReach = true)
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{
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if (!act.Enabled)
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return false;
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if (act.Charges.HasValue && act.Charges <= 0)
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return false;
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var curTime = _timing.CurTime;
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if (act.Cooldown.HasValue && act.Cooldown.Value.End > curTime)
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return false;
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return canReach || act is TargetedAction { CheckCanAccess: false };
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}
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}
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@@ -18,9 +18,9 @@ namespace Content.Server.Actions
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base.Initialize();
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}
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protected override bool PerformBasicActions(EntityUid user, ActionType action)
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protected override bool PerformBasicActions(EntityUid user, ActionType action, bool predicted)
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{
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var result = base.PerformBasicActions(user, action);
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var result = base.PerformBasicActions(user, action, predicted);
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if (!string.IsNullOrWhiteSpace(action.Speech))
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{
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21
Content.Server/Magic/Events/ChangeComponentsSpellEvent.cs
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21
Content.Server/Magic/Events/ChangeComponentsSpellEvent.cs
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@@ -0,0 +1,21 @@
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using Content.Shared.Actions;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Magic.Events;
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/// <summary>
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/// Spell that uses the magic of ECS to add & remove components. Components are first removed, then added.
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/// </summary>
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public sealed class ChangeComponentsSpellEvent : EntityTargetActionEvent
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{
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// TODO allow it to set component data-fields?
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// for now a Hackish way to do that is to remove & add, but that doesn't allow you to selectively set specific data fields.
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[DataField("toAdd")]
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[AlwaysPushInheritance]
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public EntityPrototype.ComponentRegistry ToAdd = new();
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[DataField("toRemove")]
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[AlwaysPushInheritance]
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public HashSet<string> ToRemove = new();
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}
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@@ -18,11 +18,13 @@ using Content.Shared.Spawners.Components;
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using Content.Shared.Storage;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Magic;
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@@ -31,6 +33,8 @@ namespace Content.Server.Magic;
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/// </summary>
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public sealed class MagicSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _seriMan = default!;
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[Dependency] private readonly IComponentFactory _compFact = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -58,6 +62,7 @@ public sealed class MagicSystem : EntitySystem
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SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
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SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
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SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
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SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
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}
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private void OnInit(EntityUid uid, SpellbookComponent component, ComponentInit args)
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@@ -173,6 +178,27 @@ public sealed class MagicSystem : EntitySystem
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}
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}
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
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{
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foreach (var toRemove in ev.ToRemove)
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{
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if (_compFact.TryGetRegistration(toRemove, out var registration))
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RemComp(ev.Target, registration.Type);
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}
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foreach (var (name, data) in ev.ToAdd)
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{
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if (HasComp(ev.Target, data.Component.GetType()))
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continue;
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var component = (Component) _compFact.GetComponent(name);
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component.Owner = ev.Target;
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var temp = (object) component;
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_seriMan.CopyTo(data.Component, ref temp);
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EntityManager.AddComponent(ev.Target, (Component) temp!);
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}
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}
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private List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData data)
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{
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switch (data)
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@@ -34,7 +34,7 @@ public abstract class ActionType : IEquatable<ActionType>, IComparable, ICloneab
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/// <summary>
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/// Name to show in UI.
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/// </summary>
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[DataField("name", required: true)]
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[DataField("name")]
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public string DisplayName = string.Empty;
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/// <summary>
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@@ -202,7 +202,7 @@ public abstract class SharedActionsSystem : EntitySystem
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performEvent.Performer = user;
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// All checks passed. Perform the action!
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PerformAction(component, act, performEvent, curTime);
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PerformAction(user, component, act, performEvent, curTime);
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}
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public bool ValidateEntityTarget(EntityUid user, EntityUid target, EntityTargetAction action)
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@@ -265,7 +265,7 @@ public abstract class SharedActionsSystem : EntitySystem
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return _interactionSystem.InRangeUnobstructed(user, coords, range: action.Range);
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}
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public void PerformAction(ActionsComponent component, ActionType action, BaseActionEvent? actionEvent, TimeSpan curTime)
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public void PerformAction(EntityUid performer, ActionsComponent? component, ActionType action, BaseActionEvent? actionEvent, TimeSpan curTime, bool predicted = true)
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{
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var handled = false;
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@@ -277,7 +277,7 @@ public abstract class SharedActionsSystem : EntitySystem
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actionEvent.Handled = false;
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if (action.Provider == null)
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RaiseLocalEvent(component.Owner, (object) actionEvent, broadcast: true);
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RaiseLocalEvent(performer, (object) actionEvent, broadcast: true);
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else
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RaiseLocalEvent(action.Provider.Value, (object) actionEvent, broadcast: true);
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@@ -285,7 +285,7 @@ public abstract class SharedActionsSystem : EntitySystem
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}
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// Execute convenience functionality (pop-ups, sound, speech)
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handled |= PerformBasicActions(component.Owner, action);
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handled |= PerformBasicActions(performer, action, predicted);
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if (!handled)
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return; // no interaction occurred.
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@@ -309,19 +309,19 @@ public abstract class SharedActionsSystem : EntitySystem
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action.Cooldown = (curTime, curTime + action.UseDelay.Value);
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}
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if (dirty)
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if (dirty && component != null)
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Dirty(component);
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}
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/// <summary>
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/// Execute convenience functionality for actions (pop-ups, sound, speech)
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/// </summary>
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protected virtual bool PerformBasicActions(EntityUid performer, ActionType action)
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protected virtual bool PerformBasicActions(EntityUid performer, ActionType action, bool predicted)
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{
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if (action.Sound == null && string.IsNullOrWhiteSpace(action.Popup))
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return false;
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var filter = Filter.PvsExcept(performer);
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var filter = predicted ? Filter.PvsExcept(performer) : Filter.Pvs(performer);
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_audio.Play(action.Sound, filter, performer, true, action.AudioParams);
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@@ -352,6 +352,8 @@
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- id: WeaponPulseCarbine
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prob: .001
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orGroup: GiftPool
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- id: RGBStaff
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orGroup: GiftPool
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sound:
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path: /Audio/Effects/unwrap.ogg
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37
Resources/Prototypes/Magic/staves.yml
Normal file
37
Resources/Prototypes/Magic/staves.yml
Normal file
@@ -0,0 +1,37 @@
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# non-projectile / "gun" staves
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# wand that gives lights an RGB effect.
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- type: entity
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id: RGBStaff
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parent: BaseItem
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name: RGB Staff
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description: Helps fix the underabundance of RGB gear on the station.
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components:
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- type: Sprite
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sprite: Objects/Weapons/Guns/Basic/staves.rsi
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layers:
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- state: nothing
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- state: nothing-unshaded
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shader: unshaded
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- type: ActionOnInteract
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entityActions:
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- whitelist: { components: [ PointLight ] }
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charges: 25
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sound: /Audio/Magic/blink.ogg
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event: !type:ChangeComponentsSpellEvent
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toAdd:
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- type: RgbLightController
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- type: Item
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inhandVisuals:
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left:
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- state: staff-inhand-left
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- state: staff-inhand-left-unshaded
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shader: unshaded
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right:
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- state: staff-inhand-right
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- state: staff-inhand-right-unshaded
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shader: unshaded
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- type: RgbLightController
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- type: PointLight
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enabled: true
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radius: 2
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@@ -1,7 +1,7 @@
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{
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"version": 1,
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"license": "CC-BY-SA-3.0",
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"copyright": "/tg/station at https://github.com/tgstation/tgstation/commit/270acce4f551253d8ac75de19236b8b4be598f7f. edited by mirrorcult to allow layering",
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"copyright": "/tg/station at https://github.com/tgstation/tgstation/commit/270acce4f551253d8ac75de19236b8b4be598f7f. edited by mirrorcult to allow layering. Generic unshaded layers added by electro.",
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"size": {
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"x": 32,
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"y": 32
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@@ -517,6 +517,17 @@
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0.5
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]
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]
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},
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{
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"name": "staff-inhand-right-unshaded",
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"directions": 4
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},
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{
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"name": "staff-inhand-left-unshaded",
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"directions": 4
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},
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{
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"name": "nothing-unshaded"
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}
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]
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}
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