Files
tbd-station-14/Content.Server/Dragon/DragonSystem.cs
Flipp Syder 5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00

433 lines
17 KiB
C#

using Content.Server.Body.Systems;
using Content.Server.DoAfter;
using Content.Server.Popups;
using Content.Shared.Actions;
using Content.Shared.Chemistry.Components;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using System.Threading;
using Content.Server.Chat.Systems;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.Humanoid;
using Content.Server.NPC;
using Content.Shared.Damage;
using Content.Shared.Dragon;
using Content.Shared.Examine;
using Content.Shared.Maps;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Content.Server.NPC.Systems;
namespace Content.Server.Dragon
{
public sealed partial class DragonSystem : GameRuleSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDef = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly NPCSystem _npc = default!;
/// <summary>
/// Minimum distance between 2 rifts allowed.
/// </summary>
private const int RiftRange = 15;
/// <summary>
/// Radius of tiles
/// </summary>
private const int RiftTileRadius = 2;
private const int RiftsAllowed = 3;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DragonComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DragonComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DragonComponent, DragonDevourComplete>(OnDragonDevourComplete);
SubscribeLocalEvent<DragonComponent, DragonDevourActionEvent>(OnDevourAction);
SubscribeLocalEvent<DragonComponent, DragonSpawnRiftActionEvent>(OnDragonRift);
SubscribeLocalEvent<DragonComponent, RefreshMovementSpeedModifiersEvent>(OnDragonMove);
SubscribeLocalEvent<DragonComponent, DragonStructureDevourComplete>(OnDragonStructureDevourComplete);
SubscribeLocalEvent<DragonComponent, DragonDevourCancelledEvent>(OnDragonDevourCancelled);
SubscribeLocalEvent<DragonComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<DragonRiftComponent, ComponentShutdown>(OnRiftShutdown);
SubscribeLocalEvent<DragonRiftComponent, ComponentGetState>(OnRiftGetState);
SubscribeLocalEvent<DragonRiftComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DragonRiftComponent, ExaminedEvent>(OnRiftExamined);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRiftRoundEnd);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in EntityQuery<DragonComponent>())
{
if (comp.WeakenedAccumulator > 0f)
{
comp.WeakenedAccumulator -= frameTime;
// No longer weakened.
if (comp.WeakenedAccumulator < 0f)
{
comp.WeakenedAccumulator = 0f;
_movement.RefreshMovementSpeedModifiers(comp.Owner);
}
}
// At max rifts
if (comp.Rifts.Count >= RiftsAllowed)
{
continue;
}
// If there's an active rift don't accumulate.
if (comp.Rifts.Count > 0)
{
var lastRift = comp.Rifts[^1];
if (TryComp<DragonRiftComponent>(lastRift, out var rift) && rift.State != DragonRiftState.Finished)
{
comp.RiftAccumulator = 0f;
continue;
}
}
comp.RiftAccumulator += frameTime;
// Delete it, naughty dragon!
if (comp.RiftAccumulator >= comp.RiftMaxAccumulator)
{
Roar(comp);
QueueDel(comp.Owner);
}
}
foreach (var comp in EntityQuery<DragonRiftComponent>())
{
if (comp.State != DragonRiftState.Finished && comp.Accumulator >= comp.MaxAccumulator)
{
// TODO: When we get autocall you can buff if the rift finishes / 3 rifts are up
// for now they just keep 3 rifts up.
comp.Accumulator = comp.MaxAccumulator;
RemComp<DamageableComponent>(comp.Owner);
comp.State = DragonRiftState.Finished;
Dirty(comp);
}
else if (comp.State != DragonRiftState.Finished)
{
comp.Accumulator += frameTime;
}
comp.SpawnAccumulator += frameTime;
if (comp.State < DragonRiftState.AlmostFinished && comp.Accumulator > comp.MaxAccumulator / 2f)
{
comp.State = DragonRiftState.AlmostFinished;
Dirty(comp);
var location = Transform(comp.Owner).LocalPosition;
_chat.DispatchGlobalAnnouncement(Loc.GetString("carp-rift-warning", ("location", location)), playSound: false, colorOverride: Color.Red);
_audioSystem.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast());
}
if (comp.SpawnAccumulator > comp.SpawnCooldown)
{
comp.SpawnAccumulator -= comp.SpawnCooldown;
var ent = Spawn(comp.SpawnPrototype, Transform(comp.Owner).MapPosition);
_npc.SetBlackboard(ent, NPCBlackboard.FollowTarget, new EntityCoordinates(comp.Owner, Vector2.Zero));
}
}
}
#region Rift
private void OnRiftExamined(EntityUid uid, DragonRiftComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("carp-rift-examine", ("percentage", MathF.Round(component.Accumulator / component.MaxAccumulator * 100))));
}
private void OnAnchorChange(EntityUid uid, DragonRiftComponent component, ref AnchorStateChangedEvent args)
{
if (!args.Anchored && component.State == DragonRiftState.Charging)
{
QueueDel(uid);
}
}
private void OnRiftShutdown(EntityUid uid, DragonRiftComponent component, ComponentShutdown args)
{
if (TryComp<DragonComponent>(component.Dragon, out var dragon) && !dragon.Weakened)
{
foreach (var rift in dragon.Rifts)
{
QueueDel(rift);
}
dragon.Rifts.Clear();
// We can't predict the rift being destroyed anyway so no point adding weakened to shared.
dragon.WeakenedAccumulator = dragon.WeakenedDuration;
_movement.RefreshMovementSpeedModifiers(component.Dragon);
_popupSystem.PopupEntity(Loc.GetString("carp-rift-destroyed"), component.Dragon, Filter.Entities(component.Dragon));
}
}
private void OnRiftGetState(EntityUid uid, DragonRiftComponent component, ref ComponentGetState args)
{
args.State = new DragonRiftComponentState()
{
State = component.State
};
}
private void OnDragonMove(EntityUid uid, DragonComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (component.Weakened)
{
args.ModifySpeed(0.5f, 0.5f);
}
}
private void OnDragonRift(EntityUid uid, DragonComponent component, DragonSpawnRiftActionEvent args)
{
if (component.Weakened)
{
_popupSystem.PopupEntity(Loc.GetString("carp-rift-weakened"), uid, Filter.Entities(uid));
return;
}
if (component.Rifts.Count >= RiftsAllowed)
{
_popupSystem.PopupEntity(Loc.GetString("carp-rift-max"), uid, Filter.Entities(uid));
return;
}
if (component.Rifts.Count > 0 && TryComp<DragonRiftComponent>(component.Rifts[^1], out var rift) && rift.State != DragonRiftState.Finished)
{
_popupSystem.PopupEntity(Loc.GetString("carp-rift-duplicate"), uid, Filter.Entities(uid));
return;
}
var xform = Transform(uid);
// Have to be on a grid fam
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
{
_popupSystem.PopupEntity(Loc.GetString("carp-rift-anchor"), uid, Filter.Entities(uid));
return;
}
foreach (var (_, riftXform) in EntityQuery<DragonRiftComponent, TransformComponent>(true))
{
if (riftXform.Coordinates.InRange(EntityManager, xform.Coordinates, RiftRange))
{
_popupSystem.PopupEntity(Loc.GetString("carp-rift-proximity", ("proximity", RiftRange)), uid, Filter.Entities(uid));
return;
}
}
foreach (var tile in grid.GetTilesIntersecting(new Circle(xform.WorldPosition, RiftTileRadius), false))
{
if (!tile.IsSpace(_tileDef))
continue;
_popupSystem.PopupEntity(Loc.GetString("carp-rift-space-proximity", ("proximity", RiftTileRadius)), uid, Filter.Entities(uid));
return;
}
var carpUid = Spawn(component.RiftPrototype, xform.MapPosition);
component.Rifts.Add(carpUid);
Comp<DragonRiftComponent>(carpUid).Dragon = uid;
_audioSystem.Play("/Audio/Weapons/Guns/Gunshots/rocket_launcher.ogg", Filter.Pvs(carpUid, entityManager: EntityManager), carpUid);
}
#endregion
private void OnShutdown(EntityUid uid, DragonComponent component, ComponentShutdown args)
{
foreach (var rift in component.Rifts)
{
QueueDel(rift);
}
}
private void OnMobStateChanged(EntityUid uid, DragonComponent component, MobStateChangedEvent args)
{
//Empties the stomach upon death
//TODO: Do this when the dragon gets butchered instead
if (args.CurrentMobState == DamageState.Dead)
{
if (component.SoundDeath != null)
_audioSystem.PlayPvs(component.SoundDeath, uid, component.SoundDeath.Params);
component.DragonStomach.EmptyContainer();
foreach (var rift in component.Rifts)
{
QueueDel(rift);
}
component.Rifts.Clear();
}
}
private void OnDragonDevourCancelled(EntityUid uid, DragonComponent component, DragonDevourCancelledEvent args)
{
component.CancelToken = null;
}
private void OnDragonDevourComplete(EntityUid uid, DragonComponent component, DragonDevourComplete args)
{
component.CancelToken = null;
var ichorInjection = new Solution(component.DevourChem, component.DevourHealRate);
//Humanoid devours allow dragon to get eggs, corpses included
if (!EntityManager.HasComponent<HumanoidComponent>(args.Target))
{
ichorInjection.ScaleSolution(0.5f);
}
_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
component.DragonStomach.Insert(args.Target);
if (component.SoundDevour != null)
_audioSystem.PlayPvs(component.SoundDevour, uid, component.SoundDevour.Params);
}
private void OnDragonStructureDevourComplete(EntityUid uid, DragonComponent component, DragonStructureDevourComplete args)
{
component.CancelToken = null;
//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
EntityManager.QueueDeleteEntity(args.Target);
if (component.SoundDevour != null)
_audioSystem.PlayPvs(component.SoundDevour, uid, component.SoundDevour.Params);
}
private void Roar(DragonComponent component)
{
if (component.SoundRoar != null)
_audioSystem.Play(component.SoundRoar, Filter.Pvs(component.Owner, 4f, EntityManager), component.Owner, component.SoundRoar.Params);
}
private void OnStartup(EntityUid uid, DragonComponent component, ComponentStartup args)
{
//Dragon doesn't actually chew, since he sends targets right into his stomach.
//I did it mom, I added ERP content into upstream. Legally!
component.DragonStomach = _containerSystem.EnsureContainer<Container>(uid, "dragon_stomach");
if (component.DevourAction != null)
_actionsSystem.AddAction(uid, component.DevourAction, null);
if (component.SpawnRiftAction != null)
_actionsSystem.AddAction(uid, component.SpawnRiftAction, null);
Roar(component);
}
/// <summary>
/// The devour action
/// </summary>
private void OnDevourAction(EntityUid uid, DragonComponent component, DragonDevourActionEvent args)
{
if (component.CancelToken != null ||
args.Handled ||
component.DevourWhitelist?.IsValid(args.Target, EntityManager) != true)
{
return;
}
args.Handled = true;
var target = args.Target;
// Structure and mob devours handled differently.
if (EntityManager.TryGetComponent(target, out MobStateComponent? targetState))
{
switch (targetState.CurrentState)
{
case DamageState.Critical:
case DamageState.Dead:
component.CancelToken = new CancellationTokenSource();
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.DevourTime, component.CancelToken.Token, target)
{
UserFinishedEvent = new DragonDevourComplete(uid, target),
UserCancelledEvent = new DragonDevourCancelledEvent(),
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnStun = true,
});
break;
default:
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-fail-target-alive"), uid, Filter.Entities(uid));
break;
}
return;
}
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-structure"), uid, Filter.Entities(uid));
if (component.SoundStructureDevour != null)
_audioSystem.PlayPvs(component.SoundStructureDevour, uid, component.SoundStructureDevour.Params);
component.CancelToken = new CancellationTokenSource();
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.StructureDevourTime, component.CancelToken.Token, target)
{
UserFinishedEvent = new DragonStructureDevourComplete(uid, target),
UserCancelledEvent = new DragonDevourCancelledEvent(),
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnStun = true,
});
}
private sealed class DragonDevourComplete : EntityEventArgs
{
public EntityUid User { get; }
public EntityUid Target { get; }
public DragonDevourComplete(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
private sealed class DragonStructureDevourComplete : EntityEventArgs
{
public EntityUid User { get; }
public EntityUid Target { get; }
public DragonStructureDevourComplete(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
private sealed class DragonDevourCancelledEvent : EntityEventArgs {}
}
}