* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef * Fix EntitySystem uses of TurfHelpers.GetTileRef * Fix EntitySystem uses of TurfHelpers.TryGetTileRef * Fix construction condition uses of TurfHelpers.GetTileRef * Fix last use of TurfHelpers.IsBlockedTurf * Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition * Fix uses of TurfHelpers.GetContentTileDefinition(TileRef) * Fix uses of TurfHelpers.GetContentTileDefinition(Tile) * Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace * Fix EntitySystem uses of TurfHelpers.IsSpace(Tile) * Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef) * Fix remaining uses of TurfHelpers.IsSpace * Fix uses of TurfHelpers.GetEntitiesInTile * Delete TurfHelpers.cs * Add GetEntitiesInTile lookup methods * Convert some GetEntitiesInTile methods to LookupSystem extension methods * Use new GetEntitiesInTile methods * Recycle spiderweb hashset * Recycle floor tile hashset
522 lines
20 KiB
C#
522 lines
20 KiB
C#
using System.Numerics;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Coordinates.Helpers;
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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.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Lock;
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using Content.Shared.Magic.Components;
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using Content.Shared.Magic.Events;
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using Content.Shared.Maps;
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using Content.Shared.Mind;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Speech.Muting;
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using Content.Shared.Storage;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Spawners;
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namespace Content.Shared.Magic;
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// TODO: Move BeforeCast & Prerequirements (like Wizard clothes) to action comp
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// Alt idea - make it its own comp and split, like the Charge PR
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// TODO: Move speech to actionComp or again, its own ECS
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// TODO: Use the MagicComp just for pure backend things like spawning patterns?
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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 abstract class SharedMagicSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _seriMan = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedBodySystem _body = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _door = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly LockSystem _lock = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
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SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
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SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
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SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
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SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
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SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
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SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
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SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
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SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
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SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
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SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
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SubscribeLocalEvent<VoidApplauseSpellEvent>(OnVoidApplause);
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}
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private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
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{
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var comp = ent.Comp;
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var hasReqs = true;
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if (comp.RequiresClothes)
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{
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var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD);
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while (enumerator.MoveNext(out var containerSlot))
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{
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if (containerSlot.ContainedEntity is { } item)
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hasReqs = HasComp<WizardClothesComponent>(item);
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else
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hasReqs = false;
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if (!hasReqs)
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break;
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}
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}
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if (comp.RequiresSpeech && HasComp<MutedComponent>(args.Performer))
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hasReqs = false;
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if (hasReqs)
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return;
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args.Cancelled = true;
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_popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer);
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// TODO: Pre-cast do after, either here or in SharedActionsSystem
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}
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private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer)
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{
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var ev = new BeforeCastSpellEvent(performer);
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RaiseLocalEvent(spell, ref ev);
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return !ev.Cancelled;
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}
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#region Spells
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#region Instant Spawn 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 || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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var transform = Transform(args.Performer);
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foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
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{
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SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
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}
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args.Handled = true;
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}
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/// <summary>
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/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
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/// </summary>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData 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 TargetInFrontSingle:
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{
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!_turf.TryGetTileRef(directionPos, out var tileReference))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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return new List<EntityCoordinates>(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) };
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}
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case TargetInFront:
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{
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!_turf.TryGetTileRef(directionPos, out var tileReference))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, 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 = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (1, 0));
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coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, 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 = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, 1));
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coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, 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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// End Instant Spawn Spells
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#endregion
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#region World Spawn Spells
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/// <summary>
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/// Spawns entities from a list within range of click.
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/// </summary>
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/// <remarks>
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/// It will offset entities after the first entity based on the OffsetVector2.
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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 || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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var targetMapCoords = args.Target;
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WorldSpawnSpellHelper(args.Prototypes, targetMapCoords, args.Performer, 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="entityCoords"> 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 WorldSpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, EntityUid performer, float? lifetime, Vector2 offsetVector2)
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{
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var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
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var offsetCoords = entityCoords;
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foreach (var proto in getProtos)
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{
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SpawnSpellHelper(proto, offsetCoords, performer, lifetime);
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offsetCoords = offsetCoords.Offset(offsetVector2);
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}
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}
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// End World Spawn Spells
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#endregion
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#region Projectile Spells
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private void OnProjectileSpell(ProjectileSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer)
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return;
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ev.Handled = true;
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var xform = Transform(ev.Performer);
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var fromCoords = xform.Coordinates;
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var toCoords = ev.Target;
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var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromMap = _transform.ToMapCoordinates(fromCoords);
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var ent = Spawn(ev.Prototype, fromMap);
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var direction = _transform.ToMapCoordinates(toCoords).Position -
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fromMap.Position;
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_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
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}
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// End Projectile Spells
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#endregion
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#region Change Component Spells
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// staves.yml ActionRGB light
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
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return;
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ev.Handled = true;
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RemoveComponents(ev.Target, ev.ToRemove);
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AddComponents(ev.Target, ev.ToAdd);
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}
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// End Change Component Spells
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#endregion
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#region Teleport Spells
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// TODO: Rename to teleport clicked spell?
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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 || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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var transform = Transform(args.Performer);
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if (transform.MapID != _transform.GetMapId(args.Target) || !_interaction.InRangeUnobstructed(args.Performer, args.Target, range: 1000F, collisionMask: CollisionGroup.Opaque, popup: true))
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return;
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_transform.SetCoordinates(args.Performer, args.Target);
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_transform.AttachToGridOrMap(args.Performer, transform);
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args.Handled = true;
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}
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public virtual void OnVoidApplause(VoidApplauseSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
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return;
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ev.Handled = true;
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_transform.SwapPositions(ev.Performer, ev.Target);
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}
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// End Teleport Spells
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#endregion
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#region Spell Helpers
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private void SpawnSpellHelper(string? proto, EntityCoordinates position, EntityUid performer, float? lifetime = null, bool preventCollide = false)
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{
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if (!_net.IsServer)
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return;
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var ent = Spawn(proto, position.SnapToGrid(EntityManager, _mapManager));
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if (lifetime != null)
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{
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var comp = EnsureComp<TimedDespawnComponent>(ent);
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comp.Lifetime = lifetime.Value;
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}
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if (preventCollide)
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{
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var comp = EnsureComp<PreventCollideComponent>(ent);
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comp.Uid = performer;
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}
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}
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private void AddComponents(EntityUid target, ComponentRegistry comps)
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{
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foreach (var (name, data) in comps)
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{
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if (HasComp(target, data.Component.GetType()))
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continue;
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var component = (Component)Factory.GetComponent(name);
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var temp = (object)component;
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_seriMan.CopyTo(data.Component, ref temp);
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EntityManager.AddComponent(target, (Component)temp!);
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}
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}
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private void RemoveComponents(EntityUid target, HashSet<string> comps)
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{
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foreach (var toRemove in comps)
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{
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if (Factory.TryGetRegistration(toRemove, out var registration))
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RemComp(target, registration.Type);
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}
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}
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// End Spell Helpers
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#endregion
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#region Touch Spells
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private void OnSmiteSpell(SmiteSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
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return;
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ev.Handled = true;
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var direction = _transform.GetMapCoordinates(ev.Target, Transform(ev.Target)).Position - _transform.GetMapCoordinates(ev.Performer, Transform(ev.Performer)).Position;
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var impulseVector = direction * 10000;
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_physics.ApplyLinearImpulse(ev.Target, impulseVector);
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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return;
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_body.GibBody(ev.Target, true, body);
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}
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// End Touch Spells
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#endregion
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#region Knock Spells
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/// <summary>
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/// Opens all doors and locks 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 || !PassesSpellPrerequisites(args.Action, args.Performer))
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return;
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args.Handled = true;
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var transform = Transform(args.Performer);
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// Look for doors and lockers, and don't open/unlock them if they're already opened/unlocked.
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foreach (var target in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(args.Performer, transform), args.Range, flags: LookupFlags.Dynamic | LookupFlags.Static))
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{
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if (!_interaction.InRangeUnobstructed(args.Performer, target, range: 0, collisionMask: CollisionGroup.Opaque))
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continue;
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if (TryComp<DoorBoltComponent>(target, out var doorBoltComp) && doorBoltComp.BoltsDown)
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_door.SetBoltsDown((target, doorBoltComp), false, predicted: true);
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if (TryComp<DoorComponent>(target, out var doorComp) && doorComp.State is not DoorState.Open)
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_door.StartOpening(target);
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if (TryComp<LockComponent>(target, out var lockComp) && lockComp.Locked)
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_lock.Unlock(target, args.Performer, lockComp);
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}
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}
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// End Knock Spells
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#endregion
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#region Charge Spells
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// TODO: Future support to charge other items
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private void OnChargeSpell(ChargeSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !TryComp<HandsComponent>(ev.Performer, out var handsComp))
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return;
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EntityUid? wand = null;
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foreach (var item in _hands.EnumerateHeld(ev.Performer, handsComp))
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{
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if (!_tag.HasTag(item, ev.WandTag))
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continue;
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wand = item;
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}
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ev.Handled = true;
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if (wand == null || !TryComp<BasicEntityAmmoProviderComponent>(wand, out var basicAmmoComp) || basicAmmoComp.Count == null)
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return;
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_gunSystem.UpdateBasicEntityAmmoCount(wand.Value, basicAmmoComp.Count.Value + ev.Charge, basicAmmoComp);
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}
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// End Charge Spells
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#endregion
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#region Global Spells
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// TODO: Change this into a "StartRuleAction" when actions with multiple events are supported
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protected virtual void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev)
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{
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if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns)
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return;
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ev.Handled = true;
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var allHumans = _mind.GetAliveHumans();
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foreach (var human in allHumans)
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{
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if (!human.Comp.OwnedEntity.HasValue)
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|
continue;
|
|
|
|
var ent = human.Comp.OwnedEntity.Value;
|
|
|
|
if (_tag.HasTag(ent, InvalidForGlobalSpawnSpellTag))
|
|
continue;
|
|
|
|
var mapCoords = _transform.GetMapCoordinates(ent);
|
|
foreach (var spawn in EntitySpawnCollection.GetSpawns(spawns, _random))
|
|
{
|
|
var spawned = Spawn(spawn, mapCoords);
|
|
_hands.PickupOrDrop(ent, spawned);
|
|
}
|
|
}
|
|
|
|
_audio.PlayGlobal(ev.Sound, ev.Performer);
|
|
}
|
|
|
|
#endregion
|
|
#region Mindswap Spells
|
|
|
|
private void OnMindSwapSpell(MindSwapSpellEvent ev)
|
|
{
|
|
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
|
|
// Need performer mind, but target mind is unnecessary, such as taking over a NPC
|
|
// Need to get target mind before putting performer mind into their body if they have one
|
|
// Thus, assign bool before first transfer, then check afterwards
|
|
|
|
if (!_mind.TryGetMind(ev.Performer, out var perMind, out var perMindComp))
|
|
return;
|
|
|
|
var tarHasMind = _mind.TryGetMind(ev.Target, out var tarMind, out var tarMindComp);
|
|
|
|
_mind.TransferTo(perMind, ev.Target);
|
|
|
|
if (tarHasMind)
|
|
{
|
|
_mind.TransferTo(tarMind, ev.Performer);
|
|
}
|
|
|
|
_stun.TryParalyze(ev.Target, ev.TargetStunDuration, true);
|
|
_stun.TryParalyze(ev.Performer, ev.PerformerStunDuration, true);
|
|
}
|
|
|
|
#endregion
|
|
// End Spells
|
|
#endregion
|
|
|
|
}
|