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