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using System.Linq;
using System.Numerics;
using Content.Server._White.Wizard.Magic;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Actions;
using Content.Shared.Body.Components;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Lock;
using Content.Shared.Magic;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Storage;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
namespace Content.Server.Magic;
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public sealed class MagicSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _serializationManager = default!;
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[Dependency] private readonly IComponentFactory _compFact = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly WizardSpellsSystem _wizardSpells = default!;
[Dependency] private readonly LockSystem _lock = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
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SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
}
#region Spells
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled)
return;
var transform = Transform(args.Performer);
foreach (var position in GetSpawnPositions(transform, args.Pos))
{
var ent = Spawn(args.Prototype, position.SnapToGrid(EntityManager, _mapManager));
if (!args.PreventCollideWithCaster)
continue;
var comp = EnsureComp<PreventCollideComponent>(ent);
comp.Uid = args.Performer;
}
Speak(args);
args.Handled = true;
}
private void OnProjectileSpell(ProjectileSpellEvent ev)
{
if (ev.Handled)
return;
ev.Handled = true;
Speak(ev);
var xform = Transform(ev.Performer);
foreach (var pos in GetSpawnPositions(xform, ev.Pos))
{
var mapPos = _transformSystem.ToMapCoordinates(pos);
var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out var grid)
? pos.WithEntityId(gridUid, EntityManager)
: new EntityCoordinates(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
var userVelocity = Vector2.Zero;
if (grid != null && TryComp(gridUid, out PhysicsComponent? physics))
userVelocity = physics.LinearVelocity;
var ent = Spawn(ev.Prototype, spawnCoords);
var direction = ev.Target.ToMapPos(EntityManager, _transformSystem) -
spawnCoords.ToMapPos(EntityManager, _transformSystem);
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer);
}
}
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
{
if (ev.Handled)
return;
ev.Handled = true;
Speak(ev);
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foreach (var toRemove in ev.ToRemove)
{
if (_compFact.TryGetRegistration(toRemove, out var registration))
RemComp(ev.Target, registration.Type);
}
foreach (var (name, data) in ev.ToAdd)
{
if (HasComp(ev.Target, data.Component.GetType()))
continue;
var component = (Component) _compFact.GetComponent(name);
var temp = (object) component;
_serializationManager.CopyTo(data.Component, ref temp);
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EntityManager.AddComponent(ev.Target, (Component) temp!);
}
}
private void OnTeleportSpell(TeleportSpellEvent args)
{
if (args.Handled)
return;
var transform = Transform(args.Performer);
if (transform.MapID != args.Target.GetMapId(EntityManager))
return;
_transformSystem.SetCoordinates(args.Performer, args.Target);
_transformSystem.AttachToGridOrMap(args.Performer);
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_audio.PlayPvs(args.BlinkSound, args.Performer, AudioParams.Default.WithVolume(args.BlinkVolume));
Speak(args);
args.Handled = true;
}
private void OnKnockSpell(KnockSpellEvent args)
{
if (!_wizardSpells.CanCast(args)) // WD EDIT
return;
_wizardSpells.Cast(args); // WD EDIT
var transform = Transform(args.Performer);
var coords = transform.Coordinates;
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_audio.PlayPvs(args.KnockSound, args.Performer, AudioParams.Default.WithVolume(args.KnockVolume));
foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
{
if (TryComp<DoorBoltComponent>(entity, out var bolts))
_doorSystem.SetBoltsDown((entity, bolts), false);
if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
_doorSystem.StartOpening(entity);
if (TryComp<LockComponent>(entity, out var lockComp) && lockComp.Locked)
_lock.Unlock(entity, null, lockComp);
}
}
private void OnSmiteSpell(SmiteSpellEvent ev)
{
if (!_wizardSpells.CanCast(ev)) // WD EDIT
return;
_wizardSpells.Cast(ev); // WD EDIT
var direction = _transformSystem.GetMapCoordinates(ev.Target).Position - _transformSystem.GetMapCoordinates(ev.Performer).Position;
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var impulseVector = direction * 10000;
_physics.ApplyLinearImpulse(ev.Target, impulseVector);
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if (!TryComp<BodyComponent>(ev.Target, out var body))
return;
var entities = _bodySystem.GibBody(ev.Target, true, body);
if (!ev.DeleteNonBrainParts)
return;
foreach (var part in entities.Where(part => HasComp<BodyComponent>(part) && !HasComp<BrainComponent>(part)))
{
QueueDel(part);
}
}
private void OnWorldSpawn(WorldSpawnSpellEvent args)
{
if (args.Handled)
return;
var targetMapCoords = args.Target;
SpawnSpellHelper(args.Contents, targetMapCoords, args.Lifetime, args.Offset);
Speak(args);
args.Handled = true;
}
#endregion
#region Helpers
public List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData data)
{
return data switch
{
TargetCasterPos => GetCasterPosition(casterXform),
TargetInFront => GetPositionsInFront(casterXform),
_ => throw new ArgumentOutOfRangeException()
};
}
public List<EntityCoordinates> GetCasterPosition(TransformComponent casterXform)
{
Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream # Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
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return [casterXform.Coordinates];
}
public List<EntityCoordinates> GetPositionsInFront(TransformComponent casterXform)
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid) ||
!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
{
return new List<EntityCoordinates>();
}
var tileIndex = tileReference.Value.GridIndices;
var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex);
var directions = GetCardinalDirections(casterXform.LocalRotation.GetCardinalDir());
var spawnPositions = new List<EntityCoordinates>(3);
foreach (var direction in directions)
{
var offset = GetOffsetForDirection(direction);
var coordinates = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + offset);
spawnPositions.Add(coordinates);
}
spawnPositions.Add(coords);
return spawnPositions;
}
public IEnumerable<Direction> GetCardinalDirections(Direction dir)
{
switch (dir)
{
case Direction.North:
case Direction.South:
return new[] { Direction.North, Direction.South };
case Direction.East:
case Direction.West:
return new[] { Direction.East, Direction.West };
default:
return Array.Empty<Direction>();
}
}
public (int, int) GetOffsetForDirection(Direction direction)
{
return direction switch
{
Direction.North => (1, 0),
Direction.South => (-1, 0),
Direction.East => (0, 1),
Direction.West => (0, -1),
_ => (0, 0)
};
}
public void SpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, float? lifetime, Vector2 offsetVector2)
{
var getPrototypes = EntitySpawnCollection.GetSpawns(entityEntries, _random);
var offsetCoords = entityCoords;
foreach (var proto in getPrototypes)
{
// TODO: Share this code with instant because they're both doing similar things for positioning.
var entity = Spawn(proto, offsetCoords);
offsetCoords = offsetCoords.Offset(offsetVector2);
if (lifetime != null)
{
var comp = EnsureComp<TimedDespawnComponent>(entity);
comp.Lifetime = lifetime.Value;
}
}
}
private void Speak(BaseActionEvent args)
{
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
return;
_chat.TrySendInGameICMessage(args.Performer, Loc.GetString(speak.Speech),
InGameICChatType.Speak, false);
}
#endregion
}