* fix: spellbooks can have charges ≠ 3 * refactor: just make setting MaxCharges an api thing * refactor: don't auto-add LimitedCharges * Small stuff --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
109 lines
3.8 KiB
C#
109 lines
3.8 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Magic.Components;
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using Content.Shared.Mind;
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using Robust.Shared.Network;
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namespace Content.Shared.Magic;
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public sealed class SpellbookSystem : EntitySystem
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{
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[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SpellbookComponent, MapInitEvent>(OnInit, before: [typeof(SharedMagicSystem)]);
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SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
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}
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private void OnInit(Entity<SpellbookComponent> ent, ref MapInitEvent args)
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{
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foreach (var (id, charges) in ent.Comp.SpellActions)
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{
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var action = _actionContainer.AddAction(ent, id);
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if (action is not { } spell)
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continue;
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// Null means infinite charges.
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if (charges is { } count)
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{
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EnsureComp<LimitedChargesComponent>(spell, out var chargeComp);
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_sharedCharges.SetMaxCharges((spell, chargeComp), count);
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_sharedCharges.SetCharges((spell, chargeComp), count);
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}
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ent.Comp.Spells.Add(spell);
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}
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}
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private void OnUse(Entity<SpellbookComponent> ent, ref UseInHandEvent args)
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{
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if (args.Handled)
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return;
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AttemptLearn(ent, args);
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args.Handled = true;
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}
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private void OnDoAfter<T>(Entity<SpellbookComponent> ent, ref T args) where T : DoAfterEvent // Sometimes i despise this language
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{
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if (args.Handled || args.Cancelled)
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return;
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args.Handled = true;
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if (!ent.Comp.LearnPermanently)
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{
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_actions.GrantActions(args.Args.User, ent.Comp.Spells, ent.Owner);
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return;
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}
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if (_mind.TryGetMind(args.Args.User, out var mindId, out _))
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{
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var mindActionContainerComp = EnsureComp<ActionsContainerComponent>(mindId);
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if (_netManager.IsServer)
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_actionContainer.TransferAllActionsWithNewAttached(ent, mindId, args.Args.User, newContainer: mindActionContainerComp);
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}
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else
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{
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foreach (var (id, charges) in ent.Comp.SpellActions)
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{
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EntityUid? actionId = null;
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if (!_actions.AddAction(args.Args.User, ref actionId, id)
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|| charges is not { } count // Null means infinite charges
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|| !TryComp<LimitedChargesComponent>(actionId, out var chargeComp))
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continue;
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_sharedCharges.SetMaxCharges((actionId.Value, chargeComp), count);
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_sharedCharges.SetCharges((actionId.Value, chargeComp), count);
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}
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}
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ent.Comp.SpellActions.Clear();
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}
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private void AttemptLearn(Entity<SpellbookComponent> ent, UseInHandEvent args)
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{
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, ent.Comp.LearnTime, new SpellbookDoAfterEvent(), ent, target: ent)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = true, //What, are you going to read with your eyes only??
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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}
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