Files
tbd-station-14/Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.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

333 lines
12 KiB
C#

using Content.Shared.Popups;
using Content.Shared.Damage;
using Content.Shared.MobState.Components;
using Content.Server.DoAfter;
using Content.Shared.Revenant;
using Robust.Shared.Random;
using Robust.Shared.Player;
using Robust.Shared.Map;
using Content.Shared.Tag;
using Content.Shared.Maps;
using Content.Server.Storage.Components;
using Content.Server.Light.Components;
using Content.Server.Ghost;
using Robust.Shared.Physics;
using Content.Shared.Throwing;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Interaction;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Shared.Item;
using Content.Shared.Bed.Sleep;
using Content.Shared.MobState;
using Content.Server.Explosion.EntitySystems;
using System.Linq;
using Content.Server.Emag;
using Content.Server.Humanoid;
using Content.Server.Store.Components;
using Content.Shared.FixedPoint;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
namespace Content.Server.Revenant.EntitySystems;
public sealed partial class RevenantSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly EmagSystem _emag = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly GhostSystem _ghost = default!;
private void InitializeAbilities()
{
SubscribeLocalEvent<RevenantComponent, InteractNoHandEvent>(OnInteract);
SubscribeLocalEvent<RevenantComponent, SoulSearchDoAfterComplete>(OnSoulSearchComplete);
SubscribeLocalEvent<RevenantComponent, SoulSearchDoAfterCancelled>(OnSoulSearchCancelled);
SubscribeLocalEvent<RevenantComponent, HarvestDoAfterComplete>(OnHarvestComplete);
SubscribeLocalEvent<RevenantComponent, HarvestDoAfterCancelled>(OnHarvestCancelled);
SubscribeLocalEvent<RevenantComponent, RevenantDefileActionEvent>(OnDefileAction);
SubscribeLocalEvent<RevenantComponent, RevenantOverloadLightsActionEvent>(OnOverloadLightsAction);
SubscribeLocalEvent<RevenantComponent, RevenantBlightActionEvent>(OnBlightAction);
SubscribeLocalEvent<RevenantComponent, RevenantMalfunctionActionEvent>(OnMalfunctionAction);
}
private void OnInteract(EntityUid uid, RevenantComponent component, InteractNoHandEvent args)
{
var target = args.Target;
if (target == args.User)
return;
if (HasComp<PoweredLightComponent>(target))
{
args.Handled = _ghost.DoGhostBooEvent(target);
return;
}
if (!HasComp<MobStateComponent>(target) || !HasComp<HumanoidComponent>(target) || HasComp<RevenantComponent>(target))
return;
if (!_interact.InRangeUnobstructed(uid, target))
return;
args.Handled = true;
if (!TryComp<EssenceComponent>(target, out var essence) || !essence.SearchComplete)
{
EnsureComp<EssenceComponent>(target);
BeginSoulSearchDoAfter(uid, target, component);
}
else
{
BeginHarvestDoAfter(uid, target, component, essence);
}
}
private void BeginSoulSearchDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant)
{
if (revenant.SoulSearchCancelToken != null)
return;
_popup.PopupEntity(Loc.GetString("revenant-soul-searching", ("target", target)), uid, Filter.Entities(uid), PopupType.Medium);
revenant.SoulSearchCancelToken = new();
var searchDoAfter = new DoAfterEventArgs(uid, revenant.SoulSearchDuration, revenant.SoulSearchCancelToken.Token, target)
{
BreakOnUserMove = true,
DistanceThreshold = 2,
UserFinishedEvent = new SoulSearchDoAfterComplete(target),
UserCancelledEvent = new SoulSearchDoAfterCancelled(),
};
_doAfter.DoAfter(searchDoAfter);
}
private void OnSoulSearchComplete(EntityUid uid, RevenantComponent component, SoulSearchDoAfterComplete args)
{
if (!TryComp<EssenceComponent>(args.Target, out var essence))
return;
component.SoulSearchCancelToken = null;
essence.SearchComplete = true;
string message;
switch (essence.EssenceAmount)
{
case <= 45:
message = "revenant-soul-yield-low";
break;
case >= 90:
message = "revenant-soul-yield-high";
break;
default:
message = "revenant-soul-yield-average";
break;
}
_popup.PopupEntity(Loc.GetString(message, ("target", args.Target)), args.Target, Filter.Entities(uid), PopupType.Medium);
}
private void OnSoulSearchCancelled(EntityUid uid, RevenantComponent component, SoulSearchDoAfterCancelled args)
{
component.SoulSearchCancelToken = null;
}
private void BeginHarvestDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant, EssenceComponent essence)
{
if (revenant.HarvestCancelToken != null)
return;
if (essence.Harvested)
{
_popup.PopupEntity(Loc.GetString("revenant-soul-harvested"), target, Filter.Entities(uid), PopupType.SmallCaution);
return;
}
if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState == DamageState.Alive && !HasComp<SleepingComponent>(target))
{
_popup.PopupEntity(Loc.GetString("revenant-soul-too-powerful"), target, Filter.Entities(uid));
return;
}
revenant.HarvestCancelToken = new();
var doAfter = new DoAfterEventArgs(uid, revenant.HarvestDebuffs.X, revenant.HarvestCancelToken.Token, target)
{
DistanceThreshold = 2,
BreakOnUserMove = true,
NeedHand = false,
UserFinishedEvent = new HarvestDoAfterComplete(target),
UserCancelledEvent = new HarvestDoAfterCancelled(),
};
_appearance.SetData(uid, RevenantVisuals.Harvesting, true);
_popup.PopupEntity(Loc.GetString("revenant-soul-begin-harvest", ("target", target)),
target, Filter.Pvs(target), PopupType.Large);
TryUseAbility(uid, revenant, 0, revenant.HarvestDebuffs);
_doAfter.DoAfter(doAfter);
}
private void OnHarvestComplete(EntityUid uid, RevenantComponent component, HarvestDoAfterComplete args)
{
component.HarvestCancelToken = null;
_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
if (!TryComp<EssenceComponent>(args.Target, out var essence))
return;
_popup.PopupEntity(Loc.GetString("revenant-soul-finish-harvest", ("target", args.Target)),
args.Target, Filter.Pvs(args.Target), PopupType.LargeCaution);
essence.Harvested = true;
ChangeEssenceAmount(uid, essence.EssenceAmount, component);
if (TryComp<StoreComponent>(uid, out var store))
_store.TryAddCurrency(new Dictionary<string, FixedPoint2>()
{ {component.StolenEssenceCurrencyPrototype, essence.EssenceAmount} }, store);
if (!TryComp<MobStateComponent>(args.Target, out var mobstate))
return;
if (_mobState.IsAlive(args.Target) || _mobState.IsCritical(args.Target))
{
_popup.PopupEntity(Loc.GetString("revenant-max-essence-increased"), uid, Filter.Entities(uid));
component.EssenceRegenCap += component.MaxEssenceUpgradeAmount;
}
//KILL THEMMMM
var damage = _mobState.GetEarliestDeadState(mobstate, 0)?.threshold;
if (damage == null)
return;
DamageSpecifier dspec = new();
dspec.DamageDict.Add("Cellular", damage.Value);
_damage.TryChangeDamage(args.Target, dspec, true);
}
private void OnHarvestCancelled(EntityUid uid, RevenantComponent component, HarvestDoAfterCancelled args)
{
component.HarvestCancelToken = null;
_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
}
private void OnDefileAction(EntityUid uid, RevenantComponent component, RevenantDefileActionEvent args)
{
if (args.Handled)
return;
if (!TryUseAbility(uid, component, component.DefileCost, component.DefileDebuffs))
return;
args.Handled = true;
//var coords = Transform(uid).Coordinates;
//var gridId = coords.GetGridUid(EntityManager);
var xform = Transform(uid);
if (!_mapManager.TryGetGrid(xform.GridUid, out var map))
return;
var tiles = map.GetTilesIntersecting(Box2.CenteredAround(xform.WorldPosition,
(component.DefileRadius*2, component.DefileRadius))).ToArray();
_random.Shuffle(tiles);
for (var i = 0; i < component.DefileTilePryAmount; i++)
{
if (!tiles.TryGetValue(i, out var value))
continue;
value.PryTile();
}
var lookup = _lookup.GetEntitiesInRange(uid, component.DefileRadius, LookupFlags.Approximate | LookupFlags.Anchored);
var tags = GetEntityQuery<TagComponent>();
var entityStorage = GetEntityQuery<EntityStorageComponent>();
var items = GetEntityQuery<ItemComponent>();
var lights = GetEntityQuery<PoweredLightComponent>();
foreach (var ent in lookup)
{
//break windows
if (tags.HasComponent(ent) && _tag.HasAnyTag(ent, "Window"))
{
//hardcoded damage specifiers til i die.
var dspec = new DamageSpecifier();
dspec.DamageDict.Add("Structural", 15);
_damage.TryChangeDamage(ent, dspec);
}
if (!_random.Prob(component.DefileEffectChance))
continue;
//randomly opens some lockers and such.
if (entityStorage.TryGetComponent(ent, out var entstorecomp))
_entityStorage.OpenStorage(ent, entstorecomp);
//chucks shit
if (items.HasComponent(ent) &&
TryComp<PhysicsComponent>(ent, out var phys) && phys.BodyType != BodyType.Static)
_throwing.TryThrow(ent, _random.NextAngle().ToWorldVec());
//flicker lights
if (lights.HasComponent(ent))
_ghost.DoGhostBooEvent(ent);
}
}
private void OnOverloadLightsAction(EntityUid uid, RevenantComponent component, RevenantOverloadLightsActionEvent args)
{
if (args.Handled)
return;
if (!TryUseAbility(uid, component, component.OverloadCost, component.OverloadDebuffs))
return;
args.Handled = true;
var poweredLights = GetEntityQuery<PoweredLightComponent>();
var lookup = _lookup.GetEntitiesInRange(uid, component.OverloadRadius);
foreach (var ent in lookup)
{
if (!poweredLights.HasComponent(ent))
continue;
var ev = new GhostBooEvent(); //light go flicker
RaiseLocalEvent(ent, ev);
if (_random.Prob(component.OverloadBreakChance))
{
//values
_explosion.QueueExplosion(ent, "RevenantElectric", 15, 3, 5, canCreateVacuum: false);
}
}
}
private void OnBlightAction(EntityUid uid, RevenantComponent component, RevenantBlightActionEvent args)
{
if (args.Handled)
return;
if (!TryUseAbility(uid, component, component.BlightCost, component.BlightDebuffs))
return;
args.Handled = true;
var emo = GetEntityQuery<DiseaseCarrierComponent>();
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.BlightRadius))
if (emo.TryGetComponent(ent, out var comp))
_disease.TryInfect(comp, component.BlightDiseasePrototypeId);
}
private void OnMalfunctionAction(EntityUid uid, RevenantComponent component, RevenantMalfunctionActionEvent args)
{
if (args.Handled)
return;
if (!TryUseAbility(uid, component, component.MalfunctionCost, component.MalfunctionDebuffs))
return;
args.Handled = true;
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.MalfunctionRadius))
_emag.DoEmag(ent, ent); //it emags itself. spooky.
}
}