using System.Numerics; using Content.Shared.Body.Components; using Content.Shared.Body.Systems; using Content.Shared.Charges.Components; using Content.Shared.Charges.Systems; using Content.Shared.Coordinates.Helpers; using Content.Shared.Doors.Components; using Content.Shared.Doors.Systems; using Content.Shared.Examine; using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Interaction; using Content.Shared.Inventory; using Content.Shared.Lock; using Content.Shared.Magic.Components; using Content.Shared.Magic.Events; using Content.Shared.Maps; using Content.Shared.Mind; using Content.Shared.Physics; using Content.Shared.Popups; using Content.Shared.Speech.Muting; using Content.Shared.Storage; using Content.Shared.Stunnable; using Content.Shared.Tag; using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Systems; using Robust.Shared.Audio.Systems; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Network; using Robust.Shared.Physics.Systems; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Serialization.Manager; using Robust.Shared.Spawners; namespace Content.Shared.Magic; // TODO: Move BeforeCast & Prerequirements (like Wizard clothes) to action comp // Alt idea - make it its own comp and split, like the Charge PR // TODO: Move speech to actionComp or again, its own ECS // TODO: Use the MagicComp just for pure backend things like spawning patterns? /// /// Handles learning and using spells (actions) /// public abstract class SharedMagicSystem : EntitySystem { [Dependency] private readonly ISerializationManager _seriMan = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly SharedMapSystem _mapSystem = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedGunSystem _gunSystem = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly INetManager _net = default!; [Dependency] private readonly SharedBodySystem _body = default!; [Dependency] private readonly EntityLookupSystem _lookup = default!; [Dependency] private readonly SharedDoorSystem _door = default!; [Dependency] private readonly InventorySystem _inventory = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly SharedInteractionSystem _interaction = default!; [Dependency] private readonly LockSystem _lock = default!; [Dependency] private readonly SharedHandsSystem _hands = default!; [Dependency] private readonly TagSystem _tag = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly SharedStunSystem _stun = default!; [Dependency] private readonly TurfSystem _turf = default!; [Dependency] private readonly SharedChargesSystem _charges = default!; [Dependency] private readonly ExamineSystemShared _examine= default!; private static readonly ProtoId InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell"; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnBeforeCastSpell); SubscribeLocalEvent(OnInstantSpawn); SubscribeLocalEvent(OnTeleportSpell); SubscribeLocalEvent(OnWorldSpawn); SubscribeLocalEvent(OnProjectileSpell); SubscribeLocalEvent(OnChangeComponentsSpell); SubscribeLocalEvent(OnSmiteSpell); SubscribeLocalEvent(OnKnockSpell); SubscribeLocalEvent(OnChargeSpell); SubscribeLocalEvent(OnRandomGlobalSpawnSpell); SubscribeLocalEvent(OnMindSwapSpell); SubscribeLocalEvent(OnVoidApplause); } private void OnBeforeCastSpell(Entity ent, ref BeforeCastSpellEvent args) { var comp = ent.Comp; var hasReqs = true; if (comp.RequiresClothes) { var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD); while (enumerator.MoveNext(out var containerSlot)) { if (containerSlot.ContainedEntity is { } item) hasReqs = HasComp(item); else hasReqs = false; if (!hasReqs) break; } } if (comp.RequiresSpeech && HasComp(args.Performer)) hasReqs = false; if (hasReqs) return; args.Cancelled = true; _popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer); // TODO: Pre-cast do after, either here or in SharedActionsSystem } private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer) { var ev = new BeforeCastSpellEvent(performer); RaiseLocalEvent(spell, ref ev); return !ev.Cancelled; } #region Spells #region Instant Spawn Spells /// /// Handles the instant action (i.e. on the caster) attempting to spawn an entity. /// private void OnInstantSpawn(InstantSpawnSpellEvent args) { if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer)) return; var transform = Transform(args.Performer); foreach (var position in GetInstantSpawnPositions(transform, args.PosData)) { SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster); } args.Handled = true; } /// /// Gets spawn positions listed on /// /// private List GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data) { switch (data) { case TargetCasterPos: return new List(1) {casterXform.Coordinates}; case TargetInFrontSingle: { var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized()); if (!TryComp(casterXform.GridUid, out var mapGrid)) return new List(); if (!_turf.TryGetTileRef(directionPos, out var tileReference)) return new List(); var tileIndex = tileReference.Value.GridIndices; return new List(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) }; } case TargetInFront: { var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized()); if (!TryComp(casterXform.GridUid, out var mapGrid)) return new List(); if (!_turf.TryGetTileRef(directionPos, out var tileReference)) return new List(); var tileIndex = tileReference.Value.GridIndices; var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex); EntityCoordinates coordsPlus; EntityCoordinates coordsMinus; var dir = casterXform.LocalRotation.GetCardinalDir(); switch (dir) { case Direction.North: case Direction.South: { coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (1, 0)); coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (-1, 0)); return new List(3) { coords, coordsPlus, coordsMinus, }; } case Direction.East: case Direction.West: { coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, 1)); coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, -1)); return new List(3) { coords, coordsPlus, coordsMinus, }; } } return new List(); } default: throw new ArgumentOutOfRangeException(); } } // End Instant Spawn Spells #endregion #region World Spawn Spells /// /// Spawns entities from a list within range of click. /// /// /// It will offset entities after the first entity based on the OffsetVector2. /// /// The Spawn Spell Event args. private void OnWorldSpawn(WorldSpawnSpellEvent args) { if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer)) return; var targetMapCoords = args.Target; WorldSpawnSpellHelper(args.Prototypes, targetMapCoords, args.Performer, args.Lifetime, args.Offset); args.Handled = true; } /// /// Loops through a supplied list of entity prototypes and spawns them /// /// /// 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 /// /// The list of Entities to spawn in /// Map Coordinates where the entities will spawn /// Check to see if the entities should self delete /// A Vector2 offset that the entities will spawn in private void WorldSpawnSpellHelper(List entityEntries, EntityCoordinates entityCoords, EntityUid performer, float? lifetime, Vector2 offsetVector2) { var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random); var offsetCoords = entityCoords; foreach (var proto in getProtos) { SpawnSpellHelper(proto, offsetCoords, performer, lifetime); offsetCoords = offsetCoords.Offset(offsetVector2); } } // End World Spawn Spells #endregion #region Projectile Spells private void OnProjectileSpell(ProjectileSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer) return; ev.Handled = true; var xform = Transform(ev.Performer); var fromCoords = xform.Coordinates; var toCoords = ev.Target; var userVelocity = _physics.GetMapLinearVelocity(ev.Performer); // If applicable, this ensures the projectile is parented to grid on spawn, instead of the map. var fromMap = _transform.ToMapCoordinates(fromCoords); var ent = Spawn(ev.Prototype, fromMap); var direction = _transform.ToMapCoordinates(toCoords).Position - fromMap.Position; _gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer); } // End Projectile Spells #endregion #region Change Component Spells // staves.yml ActionRGB light private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer)) return; ev.Handled = true; RemoveComponents(ev.Target, ev.ToRemove); AddComponents(ev.Target, ev.ToAdd); } // End Change Component Spells #endregion #region Teleport Spells // TODO: Rename to teleport clicked spell? /// /// Teleports the user to the clicked location /// /// private void OnTeleportSpell(TeleportSpellEvent args) { if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer)) return; var transform = Transform(args.Performer); if (transform.MapID != _transform.GetMapId(args.Target) || !_interaction.InRangeUnobstructed(args.Performer, args.Target, range: 1000F, collisionMask: CollisionGroup.Opaque, popup: true)) return; _transform.SetCoordinates(args.Performer, args.Target); _transform.AttachToGridOrMap(args.Performer, transform); args.Handled = true; } public virtual void OnVoidApplause(VoidApplauseSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer)) return; ev.Handled = true; _transform.SwapPositions(ev.Performer, ev.Target); } // End Teleport Spells #endregion #region Spell Helpers private void SpawnSpellHelper(string? proto, EntityCoordinates position, EntityUid performer, float? lifetime = null, bool preventCollide = false) { if (!_net.IsServer) return; var ent = Spawn(proto, position.SnapToGrid(EntityManager, _mapManager)); if (lifetime != null) { var comp = EnsureComp(ent); comp.Lifetime = lifetime.Value; } if (preventCollide) { var comp = EnsureComp(ent); comp.Uid = performer; } } private void AddComponents(EntityUid target, ComponentRegistry comps) { foreach (var (name, data) in comps) { if (HasComp(target, data.Component.GetType())) continue; var component = (Component)Factory.GetComponent(name); var temp = (object)component; _seriMan.CopyTo(data.Component, ref temp); AddComp(target, (Component)temp!); } } private void RemoveComponents(EntityUid target, HashSet comps) { foreach (var toRemove in comps) { if (Factory.TryGetRegistration(toRemove, out var registration)) RemComp(target, registration.Type); } } // End Spell Helpers #endregion #region Touch Spells private void OnSmiteSpell(SmiteSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer)) return; ev.Handled = true; var direction = _transform.GetMapCoordinates(ev.Target, Transform(ev.Target)).Position - _transform.GetMapCoordinates(ev.Performer, Transform(ev.Performer)).Position; var impulseVector = direction * 10000; _physics.ApplyLinearImpulse(ev.Target, impulseVector); if (!TryComp(ev.Target, out var body)) return; _body.GibBody(ev.Target, true, body); } // End Touch Spells #endregion #region Knock Spells /// /// Opens all doors and locks within range. /// private void OnKnockSpell(KnockSpellEvent args) { if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer)) return; args.Handled = true; Knock(args.Performer, args.Range); } /// /// Opens all doors and locks within range. /// /// Performer of spell. /// Radius around in which all doors and locks should be opened. public void Knock(EntityUid performer, float range) { var transform = Transform(performer); // Look for doors and lockers, and don't open/unlock them if they're already opened/unlocked. foreach (var target in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(performer, transform), range, flags: LookupFlags.Dynamic | LookupFlags.Static)) { if (!_examine.InRangeUnOccluded(performer, target, range: 0)) continue; if (TryComp(target, out var doorBoltComp) && doorBoltComp.BoltsDown) _door.SetBoltsDown((target, doorBoltComp), false, predicted: true); if (TryComp(target, out var doorComp) && doorComp.State is not DoorState.Open) _door.StartOpening(target); if (TryComp(target, out var lockComp) && lockComp.Locked) _lock.Unlock(target, performer, lockComp); } } // End Knock Spells #endregion #region Charge Spells // TODO: Future support to charge other items private void OnChargeSpell(ChargeSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !TryComp(ev.Performer, out var handsComp)) return; EntityUid? wand = null; foreach (var item in _hands.EnumerateHeld((ev.Performer, handsComp))) { if (!_tag.HasTag(item, ev.WandTag)) continue; wand = item; } ev.Handled = true; if (wand == null) return; if (TryComp(wand, out var basicAmmoComp) && basicAmmoComp.Count != null) _gunSystem.UpdateBasicEntityAmmoCount(wand.Value, basicAmmoComp.Count.Value + ev.Charge, basicAmmoComp); else if (TryComp(wand, out var charges)) _charges.AddCharges((wand.Value, charges), ev.Charge); } // End Charge Spells #endregion #region Global Spells // TODO: Change this into a "StartRuleAction" when actions with multiple events are supported protected virtual void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev) { if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns) return; ev.Handled = true; var allHumans = _mind.GetAliveHumans(); foreach (var human in allHumans) { if (!human.Comp.OwnedEntity.HasValue) continue; var ent = human.Comp.OwnedEntity.Value; if (_tag.HasTag(ent, InvalidForGlobalSpawnSpellTag)) continue; var mapCoords = _transform.GetMapCoordinates(ent); foreach (var spawn in EntitySpawnCollection.GetSpawns(spawns, _random)) { var spawned = Spawn(spawn, mapCoords); _hands.PickupOrDrop(ent, spawned); } } _audio.PlayGlobal(ev.Sound, ev.Performer); } #endregion #region Mindswap Spells private void OnMindSwapSpell(MindSwapSpellEvent ev) { if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer)) return; ev.Handled = true; // Need performer mind, but target mind is unnecessary, such as taking over a NPC // Need to get target mind before putting performer mind into their body if they have one // Thus, assign bool before first transfer, then check afterwards if (!_mind.TryGetMind(ev.Performer, out var perMind, out var perMindComp)) return; var tarHasMind = _mind.TryGetMind(ev.Target, out var tarMind, out var tarMindComp); _mind.TransferTo(perMind, ev.Target); if (tarHasMind) { _mind.TransferTo(tarMind, ev.Performer); } _stun.TryUpdateParalyzeDuration(ev.Target, ev.TargetStunDuration); _stun.TryUpdateParalyzeDuration(ev.Performer, ev.PerformerStunDuration); } #endregion // End Spells #endregion }