* 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>
164 lines
5.8 KiB
C#
164 lines
5.8 KiB
C#
using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Actions;
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/// <summary>
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/// Event raised directed at items or clothing when they are equipped or held. In order for an item to grant actions some
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/// system can subscribe to this event and add actions to the <see cref="Actions"/> list.
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/// </summary>
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/// <remarks>
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/// Note that a system could also just manually add actions as a result of a <see cref="GotEquippedEvent"/> or <see
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/// cref="GotEquippedHandEvent"/>. This exists mostly as a convenience event, while also helping to keep
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/// action-granting logic separate from general equipment behavior.
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/// </remarks>
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public sealed class GetItemActionsEvent : EntityEventArgs
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{
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private readonly ActionContainerSystem _system;
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public readonly SortedSet<EntityUid> Actions = new();
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/// <summary>
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/// User equipping the item.
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/// </summary>
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public EntityUid User;
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/// <summary>
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/// The entity that is being asked to provide the actions. This is used as a default argument to <see cref="AddAction(ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string,Robust.Shared.GameObjects.EntityUid)"/>.
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/// I.e., if a new action needs to be spawned, then it will be inserted into this entity unless otherwise specified.
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/// </summary>
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public EntityUid Provider;
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/// <summary>
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/// Slot flags for the inventory slot that this item got equipped to. Null if not in a slot (i.e., if equipped to hands).
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/// </summary>
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public SlotFlags? SlotFlags;
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/// <summary>
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/// If true, the item was equipped to a users hands.
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/// </summary>
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public bool InHands => SlotFlags == null;
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public GetItemActionsEvent(ActionContainerSystem system, EntityUid user, EntityUid provider, SlotFlags? slotFlags = null)
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{
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_system = system;
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User = user;
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Provider = provider;
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SlotFlags = slotFlags;
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}
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/// <summary>
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/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
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/// store it in <see cref="container"/>.
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/// </summary>
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public void AddAction(ref EntityUid? actionId, string prototypeId, EntityUid container)
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{
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if (_system.EnsureAction(container, ref actionId, prototypeId))
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Actions.Add(actionId.Value);
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}
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/// <summary>
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/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
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/// store it in <see cref="Provider"/>.
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/// </summary>
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public void AddAction(ref EntityUid? actionId, string prototypeId)
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{
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AddAction(ref actionId, prototypeId, Provider);
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}
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public void AddAction(EntityUid? actionId)
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{
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if (actionId != null)
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Actions.Add(actionId.Value);
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}
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}
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/// <summary>
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/// Event used to communicate with the server that a client wishes to perform some action.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RequestPerformActionEvent : EntityEventArgs
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{
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public readonly NetEntity Action;
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public readonly NetEntity? EntityTarget;
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public readonly NetCoordinates? EntityCoordinatesTarget;
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public RequestPerformActionEvent(NetEntity action)
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{
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Action = action;
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}
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public RequestPerformActionEvent(NetEntity action, NetEntity entityTarget)
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{
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Action = action;
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EntityTarget = entityTarget;
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}
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public RequestPerformActionEvent(NetEntity action, NetCoordinates entityCoordinatesTarget)
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{
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Action = action;
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EntityCoordinatesTarget = entityCoordinatesTarget;
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}
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}
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="InstantAction"/> is performed. The <see
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/// cref="Performer"/> field is automatically filled out by the <see cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract partial class InstantActionEvent : BaseActionEvent { }
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="EntityTargetAction"/> is performed. The <see
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/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
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/// cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract partial class EntityTargetActionEvent : BaseActionEvent
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{
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/// <summary>
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/// The entity that the user targeted.
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/// </summary>
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public EntityUid Target;
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}
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="WorldTargetAction"/> is performed. The <see
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/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
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/// cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract partial class WorldTargetActionEvent : BaseActionEvent
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{
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/// <summary>
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/// The coordinates of the location that the user targeted.
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/// </summary>
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public EntityCoordinates Target;
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}
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/// <summary>
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/// Base class for events that are raised when an action gets performed. This should not generally be used outside of the action
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/// system.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class BaseActionEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// The user performing the action.
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/// </summary>
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public EntityUid Performer;
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/// <summary>
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/// The action the event belongs to.
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/// </summary>
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public EntityUid Action;
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}
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