* 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>
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Magic.Components;
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using Content.Shared.Mind;
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using Robust.Shared.Network;
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namespace Content.Shared.Magic;
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public sealed class SpellbookSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = 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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[Dependency] private readonly INetManager _netManager = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SpellbookComponent, MapInitEvent>(OnInit, before: [typeof(SharedMagicSystem)]);
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SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
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}
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private void OnInit(Entity<SpellbookComponent> ent, ref MapInitEvent args)
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{
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foreach (var (id, charges) in ent.Comp.SpellActions)
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{
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var spell = _actionContainer.AddAction(ent, id);
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if (spell == null)
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continue;
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int? charge = charges;
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if (_actions.GetCharges(spell) != null)
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charge = _actions.GetCharges(spell);
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_actions.SetCharges(spell, charge < 0 ? null : charge);
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ent.Comp.Spells.Add(spell.Value);
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}
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}
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private void OnUse(Entity<SpellbookComponent> ent, ref UseInHandEvent args)
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{
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if (args.Handled)
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return;
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AttemptLearn(ent, args);
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args.Handled = true;
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}
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private void OnDoAfter<T>(Entity<SpellbookComponent> ent, ref T args) where T : DoAfterEvent // Sometimes i despise this language
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{
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if (args.Handled || args.Cancelled)
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return;
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args.Handled = true;
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if (!ent.Comp.LearnPermanently)
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{
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_actions.GrantActions(args.Args.User, ent.Comp.Spells, ent);
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return;
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}
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if (_mind.TryGetMind(args.Args.User, out var mindId, out _))
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{
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var mindActionContainerComp = EnsureComp<ActionsContainerComponent>(mindId);
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if (_netManager.IsServer)
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_actionContainer.TransferAllActionsWithNewAttached(ent, mindId, args.Args.User, newContainer: mindActionContainerComp);
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}
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else
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{
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foreach (var (id, charges) in ent.Comp.SpellActions)
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{
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EntityUid? actionId = null;
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if (_actions.AddAction(args.Args.User, ref actionId, id))
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_actions.SetCharges(actionId, charges < 0 ? null : charges);
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}
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}
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ent.Comp.SpellActions.Clear();
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}
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private void AttemptLearn(Entity<SpellbookComponent> ent, UseInHandEvent args)
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{
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, ent.Comp.LearnTime, new SpellbookDoAfterEvent(), ent, target: ent)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = true //What, are you going to read with your eyes only??
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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}
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