Files
tbd-station-14/Content.Shared/Actions/ActionEvents.cs
keronshb 999d044139 Magic Refactor + Wizard Grimoire (#22568)
* 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>
2024-05-11 19:06:49 -04:00

164 lines
5.8 KiB
C#

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