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