* Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
169 lines
5.5 KiB
C#
169 lines
5.5 KiB
C#
using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Interaction;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Actions;
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/// <summary>
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/// This System handled interactions for the <see cref="ActionOnInteractComponent"/>.
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/// </summary>
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public sealed class ActionOnInteractSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActionOnInteractComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActionOnInteractComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<ActionOnInteractComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, ActionOnInteractComponent component, MapInitEvent args)
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{
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if (component.Actions == null)
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return;
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var comp = EnsureComp<ActionsContainerComponent>(uid);
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foreach (var id in component.Actions)
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{
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_actionContainer.AddAction(uid, id, comp);
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}
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}
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private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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if (component.ActionEntities is not {} actionEnts)
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{
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if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
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return;
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actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
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}
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var options = GetValidActions<InstantActionComponent>(actionEnts);
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if (options.Count == 0)
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return;
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var (actId, act) = _random.Pick(options);
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if (act.Event != null)
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{
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act.Event.Performer = args.User;
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act.Event.Action = actId;
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}
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_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
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args.Handled = true;
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}
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private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
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{
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if (args.Handled)
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return;
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if (component.ActionEntities is not {} actionEnts)
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{
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if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
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return;
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actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
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}
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// First, try entity target actions
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if (args.Target != null)
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{
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var entOptions = GetValidActions<EntityTargetActionComponent>(actionEnts, args.CanReach);
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for (var i = entOptions.Count - 1; i >= 0; i--)
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{
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var action = entOptions[i];
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if (!_actions.ValidateEntityTarget(args.User, args.Target.Value, action))
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entOptions.RemoveAt(i);
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}
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if (entOptions.Count > 0)
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{
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var (entActId, entAct) = _random.Pick(entOptions);
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if (entAct.Event != null)
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{
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entAct.Event.Performer = args.User;
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entAct.Event.Action = entActId;
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entAct.Event.Target = args.Target.Value;
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}
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_actions.PerformAction(args.User, null, entActId, entAct, entAct.Event, _timing.CurTime, false);
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args.Handled = true;
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return;
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}
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}
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// else: try world target actions
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var options = GetValidActions<WorldTargetActionComponent>(component.ActionEntities, args.CanReach);
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for (var i = options.Count - 1; i >= 0; i--)
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{
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var action = options[i];
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if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, action))
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options.RemoveAt(i);
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}
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if (options.Count == 0)
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return;
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var (actId, act) = _random.Pick(options);
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if (act.Event != null)
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{
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act.Event.Performer = args.User;
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act.Event.Action = actId;
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act.Event.Target = args.ClickLocation;
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}
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_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
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args.Handled = true;
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}
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private bool ValidAction(BaseActionComponent action, bool canReach = true)
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{
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if (!action.Enabled)
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return false;
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if (action.Charges.HasValue && action.Charges <= 0)
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return false;
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var curTime = _timing.CurTime;
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if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
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return false;
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return canReach || action is BaseTargetActionComponent { CheckCanAccess: false };
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}
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private List<(EntityUid Id, T Comp)> GetValidActions<T>(List<EntityUid>? actions, bool canReach = true) where T : BaseActionComponent
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{
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var valid = new List<(EntityUid Id, T Comp)>();
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if (actions == null)
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return valid;
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foreach (var id in actions)
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{
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if (!_actions.TryGetActionData(id, out var baseAction) ||
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baseAction as T is not { } action ||
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!ValidAction(action, canReach))
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{
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continue;
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}
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valid.Add((id, action));
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}
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return valid;
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}
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}
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