* mostly done but there's a bug with spawning * RandomGlobalSpawnSpellEvent now actually works * Summon Guns/Magic is working * Added sound, cap gun, and auto pick up * Added all requested changes/fixes from reviews * Halving cooldowns
560 lines
22 KiB
C#
560 lines
22 KiB
C#
using System.Numerics;
|
|
using Content.Shared.Actions;
|
|
using Content.Shared.Body.Components;
|
|
using Content.Shared.Body.Systems;
|
|
using Content.Shared.Coordinates.Helpers;
|
|
using Content.Shared.Doors.Components;
|
|
using Content.Shared.Doors.Systems;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Humanoid;
|
|
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.Mind.Components;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Speech.Muting;
|
|
using Content.Shared.Storage;
|
|
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.Random;
|
|
using Robust.Shared.Serialization.Manager;
|
|
using Robust.Shared.Spawners;
|
|
|
|
namespace Content.Shared.Magic;
|
|
|
|
/// <summary>
|
|
/// Handles learning and using spells (actions)
|
|
/// </summary>
|
|
public abstract class SharedMagicSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ISerializationManager _seriMan = default!;
|
|
[Dependency] private readonly IComponentFactory _compFact = 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 MobStateSystem _mobState = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedMindSystem _mind = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
|
|
|
|
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
|
|
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
|
|
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
|
|
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
|
|
SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
|
|
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
|
|
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
|
|
SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
|
|
SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
|
|
|
|
// Spell wishlist
|
|
// A wishlish of spells that I'd like to implement or planning on implementing in a future PR
|
|
|
|
// TODO: InstantDoAfterSpell and WorldDoafterSpell
|
|
// Both would be an action that take in an event, that passes an event to trigger once the doafter is done
|
|
// This would be three events:
|
|
// 1 - Event that triggers from the action that starts the doafter
|
|
// 2 - The doafter event itself, which passes the event with it
|
|
// 3 - The event to trigger once the do-after finishes
|
|
|
|
// TODO: Inanimate objects to life ECS
|
|
// AI sentience
|
|
|
|
// TODO: Flesh2Stone
|
|
// Entity Target spell
|
|
// Synergy with Inanimate object to life (detects player and allows player to move around)
|
|
|
|
// TODO: Lightning Spell
|
|
// Should just fire lightning, try to prevent arc back to caster
|
|
|
|
// TODO: Magic Missile (homing projectile ecs)
|
|
// Instant action, target any player (except self) on screen
|
|
|
|
// TODO: Random projectile ECS for magic-carp, wand of magic
|
|
|
|
// TODO: Recall Spell
|
|
// mark any item in hand to recall
|
|
// ItemRecallComponent
|
|
// Event adds the component if it doesn't exist and the performer isn't stored in the comp
|
|
// 2nd firing of the event checks to see if the recall comp has this uid, and if it does it calls it
|
|
// if no free hands, summon at feet
|
|
// if item deleted, clear stored item
|
|
|
|
// TODO: Jaunt (should be its own ECS)
|
|
// Instant action
|
|
// When clicked, disappear/reappear (goes to paused map)
|
|
// option to restrict to tiles
|
|
// option for requiring entry/exit (blood jaunt)
|
|
// speed option
|
|
|
|
// TODO: Summon Events
|
|
// List of wizard events to add into the event pool that frequently activate
|
|
// floor is lava
|
|
// change places
|
|
// ECS that when triggered, will periodically trigger a random GameRule
|
|
// Would need a controller/controller entity?
|
|
|
|
// TODO: Summon Guns
|
|
// Summon a random gun at peoples feet
|
|
// Get every alive player (not in cryo, not a simplemob)
|
|
// TODO: After Antag Rework - Rare chance of giving gun collector status to people
|
|
|
|
// TODO: Summon Magic
|
|
// Summon a random magic wand at peoples feet
|
|
// Get every alive player (not in cryo, not a simplemob)
|
|
// TODO: After Antag Rework - Rare chance of giving magic collector status to people
|
|
|
|
// TODO: Bottle of Blood
|
|
// Summons Slaughter Demon
|
|
// TODO: Slaughter Demon
|
|
// Also see Jaunt
|
|
|
|
// TODO: Field Spells
|
|
// Should be able to specify a grid of tiles (3x3 for example) that it effects
|
|
// Timed despawn - so it doesn't last forever
|
|
// Ignore caster - for spells that shouldn't effect the caster (ie if timestop should effect the caster)
|
|
|
|
// TODO: Touch toggle spell
|
|
// 1 - When toggled on, show in hand
|
|
// 2 - Block hand when toggled on
|
|
// - Require free hand
|
|
// 3 - use spell event when toggled & click
|
|
}
|
|
|
|
private void OnBeforeCastSpell(Entity<MagicComponent> 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<WizardClothesComponent>(item);
|
|
else
|
|
hasReqs = false;
|
|
|
|
if (!hasReqs)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (comp.RequiresSpeech && HasComp<MutedComponent>(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
|
|
/// <summary>
|
|
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
Speak(args);
|
|
args.Handled = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
|
|
/// </summary>
|
|
/// <exception cref="ArgumentOutOfRangeException"></exception>
|
|
private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data)
|
|
{
|
|
switch (data)
|
|
{
|
|
case TargetCasterPos:
|
|
return new List<EntityCoordinates>(1) {casterXform.Coordinates};
|
|
case TargetInFrontSingle:
|
|
{
|
|
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;
|
|
return new List<EntityCoordinates>(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) };
|
|
}
|
|
case TargetInFront:
|
|
{
|
|
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 = _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<EntityCoordinates>(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<EntityCoordinates>(3)
|
|
{
|
|
coords,
|
|
coordsPlus,
|
|
coordsMinus,
|
|
};
|
|
}
|
|
}
|
|
|
|
return new List<EntityCoordinates>();
|
|
}
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
// End Instant Spawn Spells
|
|
#endregion
|
|
#region World Spawn Spells
|
|
/// <summary>
|
|
/// Spawns entities from a list within range of click.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// It will offset entities after the first entity based on the OffsetVector2.
|
|
/// </remarks>
|
|
/// <param name="args"> The Spawn Spell Event args.</param>
|
|
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);
|
|
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 WorldSpawnSpellHelper(List<EntitySpawnEntry> 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;
|
|
Speak(ev);
|
|
|
|
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 = fromCoords.ToMap(EntityManager, _transform);
|
|
var spawnCoords = _mapManager.TryFindGridAt(fromMap, out var gridUid, out _)
|
|
? fromCoords.WithEntityId(gridUid, EntityManager)
|
|
: new(_mapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
|
|
|
|
var ent = Spawn(ev.Prototype, spawnCoords);
|
|
var direction = toCoords.ToMapPos(EntityManager, _transform) -
|
|
spawnCoords.ToMapPos(EntityManager, _transform);
|
|
_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;
|
|
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);
|
|
var temp = (object)component;
|
|
_seriMan.CopyTo(data.Component, ref temp);
|
|
EntityManager.AddComponent(ev.Target, (Component)temp!);
|
|
}
|
|
}
|
|
// End Change Component Spells
|
|
#endregion
|
|
#region Teleport Spells
|
|
// TODO: Rename to teleport clicked spell?
|
|
/// <summary>
|
|
/// Teleports the user to the clicked location
|
|
/// </summary>
|
|
/// <param name="args"></param>
|
|
private void OnTeleportSpell(TeleportSpellEvent args)
|
|
{
|
|
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
|
|
return;
|
|
|
|
var transform = Transform(args.Performer);
|
|
|
|
if (transform.MapID != args.Target.GetMapId(EntityManager) || !_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);
|
|
Speak(args);
|
|
args.Handled = true;
|
|
}
|
|
// 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<TimedDespawnComponent>(ent);
|
|
comp.Lifetime = lifetime.Value;
|
|
}
|
|
|
|
if (preventCollide)
|
|
{
|
|
var comp = EnsureComp<PreventCollideComponent>(ent);
|
|
comp.Uid = performer;
|
|
}
|
|
}
|
|
// End Spell Helpers
|
|
#endregion
|
|
#region Smite Spells
|
|
private void OnSmiteSpell(SmiteSpellEvent ev)
|
|
{
|
|
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
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<BodyComponent>(ev.Target, out var body))
|
|
return;
|
|
|
|
_body.GibBody(ev.Target, true, body);
|
|
}
|
|
// End Smite Spells
|
|
#endregion
|
|
#region Knock Spells
|
|
/// <summary>
|
|
/// Opens all doors and locks within range
|
|
/// </summary>
|
|
/// <param name="args"></param>
|
|
private void OnKnockSpell(KnockSpellEvent args)
|
|
{
|
|
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
Speak(args);
|
|
|
|
var transform = Transform(args.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(args.Performer, transform), args.Range, flags: LookupFlags.Dynamic | LookupFlags.Static))
|
|
{
|
|
if (!_interaction.InRangeUnobstructed(args.Performer, target, range: 0, collisionMask: CollisionGroup.Opaque))
|
|
continue;
|
|
|
|
if (TryComp<DoorBoltComponent>(target, out var doorBoltComp) && doorBoltComp.BoltsDown)
|
|
_door.SetBoltsDown((target, doorBoltComp), false, predicted: true);
|
|
|
|
if (TryComp<DoorComponent>(target, out var doorComp) && doorComp.State is not DoorState.Open)
|
|
_door.StartOpening(target);
|
|
|
|
if (TryComp<LockComponent>(target, out var lockComp) && lockComp.Locked)
|
|
_lock.Unlock(target, args.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<HandsComponent>(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;
|
|
Speak(ev);
|
|
|
|
if (wand == null || !TryComp<BasicEntityAmmoProviderComponent>(wand, out var basicAmmoComp) || basicAmmoComp.Count == null)
|
|
return;
|
|
|
|
_gunSystem.UpdateBasicEntityAmmoCount(wand.Value, basicAmmoComp.Count.Value + ev.Charge, basicAmmoComp);
|
|
}
|
|
// End Charge Spells
|
|
#endregion
|
|
#region Global Spells
|
|
|
|
private void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev)
|
|
{
|
|
if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns)
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
Speak(ev);
|
|
|
|
var allHumans = _mind.GetAliveHumans();
|
|
|
|
foreach (var human in allHumans)
|
|
{
|
|
if (!human.Comp.OwnedEntity.HasValue)
|
|
continue;
|
|
|
|
var ent = human.Comp.OwnedEntity.Value;
|
|
|
|
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
|
|
// End Spells
|
|
#endregion
|
|
|
|
// When any spell is cast it will raise this as an event, so then it can be played in server or something. At least until chat gets moved to shared
|
|
// TODO: Temp until chat is in shared
|
|
private void Speak(BaseActionEvent args)
|
|
{
|
|
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
|
|
return;
|
|
|
|
var ev = new SpeakSpellEvent(args.Performer, speak.Speech);
|
|
RaiseLocalEvent(ref ev);
|
|
}
|
|
}
|