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