Files
tbd-station-14/Content.Server/Magic/MagicSystem.cs
Kara a63f698544 EI NATH (#9060)
* EI NATH

* fix gibs

* figs
2022-06-23 22:19:32 +10:00

362 lines
13 KiB
C#

using System.Threading;
using Content.Server.Body.Components;
using Content.Server.Coordinates.Helpers;
using Content.Server.Decals;
using Content.Server.DoAfter;
using Content.Server.Doors.Components;
using Content.Server.Magic.Events;
using Content.Server.Popups;
using Content.Server.Spawners.Components;
using Content.Server.Weapon.Ranged.Systems;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Body.Components;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Interaction.Events;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Storage;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Magic;
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public sealed class MagicSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpellbookComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
SubscribeLocalEvent<SpellbookComponent, LearnDoAfterComplete>(OnLearnComplete);
SubscribeLocalEvent<SpellbookComponent, LearnDoAfterCancel>(OnLearnCancel);
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
}
private void OnInit(EntityUid uid, SpellbookComponent component, ComponentInit args)
{
//Negative charges means the spell can be used without it running out.
foreach (var (id, charges) in component.WorldSpells)
{
var spell = new WorldTargetAction(_prototypeManager.Index<WorldTargetActionPrototype>(id));
_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
component.Spells.Add(spell);
}
foreach (var (id, charges) in component.InstantSpells)
{
var spell = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(id));
_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
component.Spells.Add(spell);
}
foreach (var (id, charges) in component.EntitySpells)
{
var spell = new EntityTargetAction(_prototypeManager.Index<EntityTargetActionPrototype>(id));
_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
component.Spells.Add(spell);
}
}
private void OnUse(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
AttemptLearn(uid, component, args);
args.Handled = true;
}
private void AttemptLearn(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
{
if (component.CancelToken != null) return;
component.CancelToken = new CancellationTokenSource();
var doAfterEventArgs = new DoAfterEventArgs(args.User, component.LearnTime, component.CancelToken.Token, uid)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true, //What, are you going to read with your eyes only??
TargetFinishedEvent = new LearnDoAfterComplete(args.User),
TargetCancelledEvent = new LearnDoAfterCancel(),
};
_doAfter.DoAfter(doAfterEventArgs);
}
private void OnLearnComplete(EntityUid uid, SpellbookComponent component, LearnDoAfterComplete ev)
{
component.CancelToken = null;
_actionsSystem.AddActions(ev.User, component.Spells, uid);
}
private void OnLearnCancel(EntityUid uid, SpellbookComponent component, LearnDoAfterCancel args)
{
component.CancelToken = null;
}
#region Spells
/// <summary>
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
/// </summary>
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled)
return;
var transform = Transform(args.Performer);
foreach (var position in GetSpawnPositions(transform, args.Pos))
{
var ent = Spawn(args.Prototype, position.SnapToGrid(EntityManager, _mapManager));
if (args.PreventCollideWithCaster)
{
var comp = EnsureComp<PreventCollideComponent>(ent);
comp.Uid = args.Performer;
}
}
args.Handled = true;
}
private void OnProjectileSpell(ProjectileSpellEvent ev)
{
if (ev.Handled)
return;
var xform = Transform(ev.Performer);
foreach (var pos in GetSpawnPositions(xform, ev.Pos))
{
var ent = Spawn(ev.Prototype, pos.SnapToGrid(EntityManager, _mapManager));
_gunSystem.ShootProjectile(ent,ev.Target.Position - Transform(ent).MapPosition.Position, ev.Performer);
}
}
private List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData data)
{
switch (data)
{
case TargetCasterPos:
return new List<EntityCoordinates>(1) {casterXform.Coordinates};
case TargetInFront:
{
// This is shit but you get the idea.
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized);
if (!_mapManager.TryGetGrid(casterXform.GridID, out var mapGrid))
return new List<EntityCoordinates>();
if (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
return new List<EntityCoordinates>();
var tileIndex = tileReference.Value.GridIndices;
var coords = mapGrid.GridTileToLocal(tileIndex);
EntityCoordinates coordsPlus;
EntityCoordinates coordsMinus;
var dir = casterXform.LocalRotation.GetCardinalDir();
switch (dir)
{
case Direction.North:
case Direction.South:
{
coordsPlus = mapGrid.GridTileToLocal(tileIndex + (1, 0));
coordsMinus = mapGrid.GridTileToLocal(tileIndex + (-1, 0));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
case Direction.East:
case Direction.West:
{
coordsPlus = mapGrid.GridTileToLocal(tileIndex + (0, 1));
coordsMinus = mapGrid.GridTileToLocal(tileIndex + (0, -1));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
}
return new List<EntityCoordinates>();
}
default:
throw new ArgumentOutOfRangeException();
}
}
/// <summary>
/// Teleports the user to the clicked location
/// </summary>
/// <param name="args"></param>
private void OnTeleportSpell(TeleportSpellEvent args)
{
if (args.Handled)
return;
var transform = Transform(args.Performer);
if (transform.MapID != args.Target.MapId) return;
transform.WorldPosition = args.Target.Position;
transform.AttachToGridOrMap();
SoundSystem.Play(args.BlinkSound.GetSound(), Filter.Pvs(args.Target), args.Performer, AudioParams.Default.WithVolume(args.BlinkVolume));
args.Handled = true;
}
/// <summary>
/// Opens all doors within range
/// </summary>
/// <param name="args"></param>
private void OnKnockSpell(KnockSpellEvent args)
{
if (args.Handled)
return;
//Get the position of the player
var transform = Transform(args.Performer);
var coords = transform.Coordinates;
SoundSystem.Play(args.KnockSound.GetSound(), Filter.Pvs(coords), args.Performer, AudioParams.Default.WithVolume(args.KnockVolume));
//Look for doors and don't open them if they're already open.
foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
{
if (TryComp<AirlockComponent>(entity, out var airlock))
airlock.BoltsDown = false;
if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
_doorSystem.StartOpening(doorComp.Owner);
}
args.Handled = true;
}
private void OnSmiteSpell(SmiteSpellEvent ev)
{
if (ev.Handled)
return;
if (!TryComp<BodyComponent>(ev.Target, out var body))
return;
var ents = body.Gib(true);
if (!ev.DeleteNonBrainParts)
return;
foreach (var part in ents)
{
// just leaves a brain and clothes
if ((HasComp<BodyPartComponent>(part) || HasComp<MechanismComponent>(part))
&& !HasComp<BrainComponent>(part))
{
QueueDel(part);
}
}
}
/// <summary>
/// Spawns entity prototypes from a list within range of click.
/// </summary>
/// <remarks>
/// It will offset mobs after the first mob based on the OffsetVector2 property supplied.
/// </remarks>
/// <param name="args"> The Spawn Spell Event args.</param>
private void OnWorldSpawn(WorldSpawnSpellEvent args)
{
if (args.Handled)
return;
var targetMapCoords = args.Target;
SpawnSpellHelper(args.Contents, targetMapCoords, args.Lifetime, args.Offset);
args.Handled = true;
}
/// <summary>
/// Loops through a supplied list of entity prototypes and spawns them
/// </summary>
/// <remarks>
/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
/// offset
/// </remarks>
/// <param name="entityEntries"> The list of Entities to spawn in</param>
/// <param name="mapCoords"> Map Coordinates where the entities will spawn</param>
/// <param name="lifetime"> Check to see if the entities should self delete</param>
/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
private void SpawnSpellHelper(List<EntitySpawnEntry> entityEntries, MapCoordinates mapCoords, float? lifetime, Vector2 offsetVector2)
{
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
var offsetCoords = mapCoords;
foreach (var proto in getProtos)
{
// TODO: Share this code with instant because they're both doing similar things for positioning.
var entity = Spawn(proto, offsetCoords);
offsetCoords = offsetCoords.Offset(offsetVector2);
if (lifetime != null)
{
var comp = EnsureComp<TimedDespawnComponent>(entity);
comp.Lifetime = lifetime.Value;
}
}
}
#endregion
#region DoAfterClasses
private sealed class LearnDoAfterComplete : EntityEventArgs
{
public readonly EntityUid User;
public LearnDoAfterComplete(EntityUid uid)
{
User = uid;
}
}
private sealed class LearnDoAfterCancel : EntityEventArgs { }
#endregion
}