2022-08-13 09:49:41 -04:00
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using Content.Shared.Popups;
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Content.Server.DoAfter;
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using Content.Shared.Revenant;
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using Robust.Shared.Random;
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using Robust.Shared.Player;
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using Robust.Shared.Map;
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using Content.Shared.Tag;
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using Content.Shared.Maps;
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using Content.Server.Storage.Components;
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using Content.Server.Light.Components;
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using Content.Server.Ghost;
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using Robust.Shared.Physics;
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using Content.Shared.Throwing;
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using Content.Server.Storage.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Shared.Item;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.MobState;
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using System.Linq;
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2022-09-28 22:30:48 -04:00
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using Content.Server.Beam;
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2022-08-13 09:49:41 -04:00
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using Content.Server.Emag;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Server.Humanoid;
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2022-09-28 22:30:48 -04:00
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using Content.Server.Revenant.Components;
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2022-08-18 20:04:23 -04:00
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using Content.Server.Store.Components;
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using Content.Shared.FixedPoint;
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2022-09-28 22:30:48 -04:00
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using Content.Shared.Revenant.Components;
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2022-09-14 17:26:26 +10:00
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using Robust.Shared.Physics.Components;
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2022-08-13 09:49:41 -04:00
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using Robust.Shared.Utility;
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namespace Content.Server.Revenant.EntitySystems;
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2022-09-28 22:30:48 -04:00
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public sealed partial class RevenantSystem
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2022-08-13 09:49:41 -04:00
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly GhostSystem _ghost = default!;
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private void InitializeAbilities()
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{
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SubscribeLocalEvent<RevenantComponent, InteractNoHandEvent>(OnInteract);
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SubscribeLocalEvent<RevenantComponent, SoulSearchDoAfterComplete>(OnSoulSearchComplete);
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2022-08-14 01:59:26 -04:00
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SubscribeLocalEvent<RevenantComponent, SoulSearchDoAfterCancelled>(OnSoulSearchCancelled);
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2022-08-13 09:49:41 -04:00
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SubscribeLocalEvent<RevenantComponent, HarvestDoAfterComplete>(OnHarvestComplete);
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SubscribeLocalEvent<RevenantComponent, HarvestDoAfterCancelled>(OnHarvestCancelled);
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SubscribeLocalEvent<RevenantComponent, RevenantDefileActionEvent>(OnDefileAction);
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SubscribeLocalEvent<RevenantComponent, RevenantOverloadLightsActionEvent>(OnOverloadLightsAction);
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SubscribeLocalEvent<RevenantComponent, RevenantBlightActionEvent>(OnBlightAction);
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SubscribeLocalEvent<RevenantComponent, RevenantMalfunctionActionEvent>(OnMalfunctionAction);
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}
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private void OnInteract(EntityUid uid, RevenantComponent component, InteractNoHandEvent args)
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{
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2022-12-10 12:05:39 -05:00
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if (args.Target == args.User || args.Target == null)
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2022-08-13 09:49:41 -04:00
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return;
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2022-12-10 12:05:39 -05:00
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var target = args.Target.Value;
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2022-08-13 09:49:41 -04:00
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if (HasComp<PoweredLightComponent>(target))
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{
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args.Handled = _ghost.DoGhostBooEvent(target);
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return;
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}
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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if (!HasComp<MobStateComponent>(target) || !HasComp<HumanoidComponent>(target) || HasComp<RevenantComponent>(target))
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2022-08-13 09:49:41 -04:00
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return;
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args.Handled = true;
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if (!TryComp<EssenceComponent>(target, out var essence) || !essence.SearchComplete)
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{
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EnsureComp<EssenceComponent>(target);
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BeginSoulSearchDoAfter(uid, target, component);
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}
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|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
BeginHarvestDoAfter(uid, target, component, essence);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void BeginSoulSearchDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant)
|
|
|
|
|
{
|
2022-08-14 01:59:26 -04:00
|
|
|
if (revenant.SoulSearchCancelToken != null)
|
|
|
|
|
return;
|
|
|
|
|
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-soul-searching", ("target", target)), uid, uid, PopupType.Medium);
|
2022-08-13 09:49:41 -04:00
|
|
|
revenant.SoulSearchCancelToken = new();
|
|
|
|
|
var searchDoAfter = new DoAfterEventArgs(uid, revenant.SoulSearchDuration, revenant.SoulSearchCancelToken.Token, target)
|
|
|
|
|
{
|
|
|
|
|
BreakOnUserMove = true,
|
|
|
|
|
DistanceThreshold = 2,
|
|
|
|
|
UserFinishedEvent = new SoulSearchDoAfterComplete(target),
|
2022-08-14 01:59:26 -04:00
|
|
|
UserCancelledEvent = new SoulSearchDoAfterCancelled(),
|
2022-08-13 09:49:41 -04:00
|
|
|
};
|
|
|
|
|
_doAfter.DoAfter(searchDoAfter);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnSoulSearchComplete(EntityUid uid, RevenantComponent component, SoulSearchDoAfterComplete args)
|
|
|
|
|
{
|
|
|
|
|
if (!TryComp<EssenceComponent>(args.Target, out var essence))
|
|
|
|
|
return;
|
2022-08-14 01:59:26 -04:00
|
|
|
component.SoulSearchCancelToken = null;
|
2022-08-13 09:49:41 -04:00
|
|
|
essence.SearchComplete = true;
|
|
|
|
|
|
|
|
|
|
string message;
|
|
|
|
|
switch (essence.EssenceAmount)
|
|
|
|
|
{
|
|
|
|
|
case <= 45:
|
|
|
|
|
message = "revenant-soul-yield-low";
|
|
|
|
|
break;
|
|
|
|
|
case >= 90:
|
|
|
|
|
message = "revenant-soul-yield-high";
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
message = "revenant-soul-yield-average";
|
|
|
|
|
break;
|
|
|
|
|
}
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString(message, ("target", args.Target)), args.Target, uid, PopupType.Medium);
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
|
2022-08-14 01:59:26 -04:00
|
|
|
private void OnSoulSearchCancelled(EntityUid uid, RevenantComponent component, SoulSearchDoAfterCancelled args)
|
|
|
|
|
{
|
|
|
|
|
component.SoulSearchCancelToken = null;
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-13 09:49:41 -04:00
|
|
|
private void BeginHarvestDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant, EssenceComponent essence)
|
|
|
|
|
{
|
2022-08-14 01:59:26 -04:00
|
|
|
if (revenant.HarvestCancelToken != null)
|
|
|
|
|
return;
|
|
|
|
|
|
2022-08-13 09:49:41 -04:00
|
|
|
if (essence.Harvested)
|
|
|
|
|
{
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-soul-harvested"), target, uid, PopupType.SmallCaution);
|
2022-08-13 09:49:41 -04:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState == DamageState.Alive && !HasComp<SleepingComponent>(target))
|
|
|
|
|
{
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-soul-too-powerful"), target, uid);
|
2022-08-13 09:49:41 -04:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
revenant.HarvestCancelToken = new();
|
|
|
|
|
var doAfter = new DoAfterEventArgs(uid, revenant.HarvestDebuffs.X, revenant.HarvestCancelToken.Token, target)
|
|
|
|
|
{
|
|
|
|
|
DistanceThreshold = 2,
|
|
|
|
|
BreakOnUserMove = true,
|
|
|
|
|
NeedHand = false,
|
|
|
|
|
UserFinishedEvent = new HarvestDoAfterComplete(target),
|
|
|
|
|
UserCancelledEvent = new HarvestDoAfterCancelled(),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
_appearance.SetData(uid, RevenantVisuals.Harvesting, true);
|
|
|
|
|
|
|
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-soul-begin-harvest", ("target", target)),
|
2022-12-19 10:41:47 +13:00
|
|
|
target, PopupType.Large);
|
2022-08-13 09:49:41 -04:00
|
|
|
|
|
|
|
|
TryUseAbility(uid, revenant, 0, revenant.HarvestDebuffs);
|
|
|
|
|
_doAfter.DoAfter(doAfter);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnHarvestComplete(EntityUid uid, RevenantComponent component, HarvestDoAfterComplete args)
|
|
|
|
|
{
|
2022-08-14 01:59:26 -04:00
|
|
|
component.HarvestCancelToken = null;
|
2022-08-13 09:49:41 -04:00
|
|
|
_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
|
|
|
|
|
|
|
|
|
|
if (!TryComp<EssenceComponent>(args.Target, out var essence))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-soul-finish-harvest", ("target", args.Target)),
|
2022-12-19 10:41:47 +13:00
|
|
|
args.Target, PopupType.LargeCaution);
|
2022-08-13 09:49:41 -04:00
|
|
|
|
|
|
|
|
essence.Harvested = true;
|
|
|
|
|
ChangeEssenceAmount(uid, essence.EssenceAmount, component);
|
2022-08-18 20:04:23 -04:00
|
|
|
if (TryComp<StoreComponent>(uid, out var store))
|
2022-09-28 22:30:48 -04:00
|
|
|
{
|
2022-08-18 20:04:23 -04:00
|
|
|
_store.TryAddCurrency(new Dictionary<string, FixedPoint2>()
|
2022-09-28 22:30:48 -04:00
|
|
|
{ {component.StolenEssenceCurrencyPrototype, essence.EssenceAmount} }, store);
|
|
|
|
|
}
|
2022-08-13 09:49:41 -04:00
|
|
|
|
|
|
|
|
if (!TryComp<MobStateComponent>(args.Target, out var mobstate))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (_mobState.IsAlive(args.Target) || _mobState.IsCritical(args.Target))
|
|
|
|
|
{
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString("revenant-max-essence-increased"), uid, uid);
|
2022-08-13 09:49:41 -04:00
|
|
|
component.EssenceRegenCap += component.MaxEssenceUpgradeAmount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//KILL THEMMMM
|
|
|
|
|
var damage = _mobState.GetEarliestDeadState(mobstate, 0)?.threshold;
|
|
|
|
|
if (damage == null)
|
|
|
|
|
return;
|
|
|
|
|
DamageSpecifier dspec = new();
|
2022-09-28 22:30:48 -04:00
|
|
|
dspec.DamageDict.Add("Poison", damage.Value);
|
2022-10-08 12:15:27 +02:00
|
|
|
_damage.TryChangeDamage(args.Target, dspec, true, origin: uid);
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnHarvestCancelled(EntityUid uid, RevenantComponent component, HarvestDoAfterCancelled args)
|
|
|
|
|
{
|
2022-08-14 01:59:26 -04:00
|
|
|
component.HarvestCancelToken = null;
|
2022-08-13 09:49:41 -04:00
|
|
|
_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnDefileAction(EntityUid uid, RevenantComponent component, RevenantDefileActionEvent args)
|
|
|
|
|
{
|
|
|
|
|
if (args.Handled)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!TryUseAbility(uid, component, component.DefileCost, component.DefileDebuffs))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
args.Handled = true;
|
|
|
|
|
|
|
|
|
|
//var coords = Transform(uid).Coordinates;
|
|
|
|
|
//var gridId = coords.GetGridUid(EntityManager);
|
|
|
|
|
var xform = Transform(uid);
|
|
|
|
|
if (!_mapManager.TryGetGrid(xform.GridUid, out var map))
|
|
|
|
|
return;
|
|
|
|
|
var tiles = map.GetTilesIntersecting(Box2.CenteredAround(xform.WorldPosition,
|
|
|
|
|
(component.DefileRadius*2, component.DefileRadius))).ToArray();
|
|
|
|
|
|
|
|
|
|
_random.Shuffle(tiles);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < component.DefileTilePryAmount; i++)
|
|
|
|
|
{
|
|
|
|
|
if (!tiles.TryGetValue(i, out var value))
|
|
|
|
|
continue;
|
|
|
|
|
value.PryTile();
|
|
|
|
|
}
|
|
|
|
|
|
2022-12-15 17:29:46 +13:00
|
|
|
var lookup = _lookup.GetEntitiesInRange(uid, component.DefileRadius, LookupFlags.Approximate | LookupFlags.Static);
|
2022-08-13 09:49:41 -04:00
|
|
|
var tags = GetEntityQuery<TagComponent>();
|
|
|
|
|
var entityStorage = GetEntityQuery<EntityStorageComponent>();
|
|
|
|
|
var items = GetEntityQuery<ItemComponent>();
|
|
|
|
|
var lights = GetEntityQuery<PoweredLightComponent>();
|
|
|
|
|
|
|
|
|
|
foreach (var ent in lookup)
|
|
|
|
|
{
|
|
|
|
|
//break windows
|
|
|
|
|
if (tags.HasComponent(ent) && _tag.HasAnyTag(ent, "Window"))
|
|
|
|
|
{
|
|
|
|
|
//hardcoded damage specifiers til i die.
|
|
|
|
|
var dspec = new DamageSpecifier();
|
|
|
|
|
dspec.DamageDict.Add("Structural", 15);
|
2022-10-08 12:15:27 +02:00
|
|
|
_damage.TryChangeDamage(ent, dspec, origin: uid);
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!_random.Prob(component.DefileEffectChance))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
//randomly opens some lockers and such.
|
|
|
|
|
if (entityStorage.TryGetComponent(ent, out var entstorecomp))
|
|
|
|
|
_entityStorage.OpenStorage(ent, entstorecomp);
|
|
|
|
|
|
|
|
|
|
//chucks shit
|
|
|
|
|
if (items.HasComponent(ent) &&
|
|
|
|
|
TryComp<PhysicsComponent>(ent, out var phys) && phys.BodyType != BodyType.Static)
|
|
|
|
|
_throwing.TryThrow(ent, _random.NextAngle().ToWorldVec());
|
|
|
|
|
|
|
|
|
|
//flicker lights
|
|
|
|
|
if (lights.HasComponent(ent))
|
|
|
|
|
_ghost.DoGhostBooEvent(ent);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnOverloadLightsAction(EntityUid uid, RevenantComponent component, RevenantOverloadLightsActionEvent args)
|
|
|
|
|
{
|
|
|
|
|
if (args.Handled)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!TryUseAbility(uid, component, component.OverloadCost, component.OverloadDebuffs))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
args.Handled = true;
|
|
|
|
|
|
2022-09-28 22:30:48 -04:00
|
|
|
var xform = Transform(uid);
|
2022-08-13 09:49:41 -04:00
|
|
|
var poweredLights = GetEntityQuery<PoweredLightComponent>();
|
2022-09-28 22:30:48 -04:00
|
|
|
var mobState = GetEntityQuery<MobStateComponent>();
|
2022-08-13 09:49:41 -04:00
|
|
|
var lookup = _lookup.GetEntitiesInRange(uid, component.OverloadRadius);
|
2022-09-28 22:30:48 -04:00
|
|
|
//TODO: feels like this might be a sin and a half
|
2022-08-13 09:49:41 -04:00
|
|
|
foreach (var ent in lookup)
|
|
|
|
|
{
|
2022-09-28 22:30:48 -04:00
|
|
|
if (!mobState.HasComponent(ent) || !_mobState.IsAlive(ent))
|
2022-08-13 09:49:41 -04:00
|
|
|
continue;
|
|
|
|
|
|
2022-09-28 22:30:48 -04:00
|
|
|
var nearbyLights = _lookup.GetEntitiesInRange(ent, component.OverloadZapRadius)
|
|
|
|
|
.Where(e => poweredLights.HasComponent(e) && !HasComp<RevenantOverloadedLightsComponent>(e) &&
|
|
|
|
|
_interact.InRangeUnobstructed(e, uid, -1)).ToArray();
|
2022-08-13 09:49:41 -04:00
|
|
|
|
2022-09-28 22:30:48 -04:00
|
|
|
if (!nearbyLights.Any())
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
//get the closest light
|
|
|
|
|
var allLight = nearbyLights.OrderBy(e =>
|
|
|
|
|
Transform(e).Coordinates.TryDistance(EntityManager, xform.Coordinates, out var dist) ? component.OverloadZapRadius : dist);
|
|
|
|
|
var comp = EnsureComp<RevenantOverloadedLightsComponent>(allLight.First());
|
|
|
|
|
comp.Target = ent; //who they gon fire at?
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnBlightAction(EntityUid uid, RevenantComponent component, RevenantBlightActionEvent args)
|
|
|
|
|
{
|
|
|
|
|
if (args.Handled)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!TryUseAbility(uid, component, component.BlightCost, component.BlightDebuffs))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
args.Handled = true;
|
|
|
|
|
|
|
|
|
|
var emo = GetEntityQuery<DiseaseCarrierComponent>();
|
|
|
|
|
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.BlightRadius))
|
2022-09-28 22:30:48 -04:00
|
|
|
{
|
2022-08-13 09:49:41 -04:00
|
|
|
if (emo.TryGetComponent(ent, out var comp))
|
2022-09-28 22:30:48 -04:00
|
|
|
_disease.TryAddDisease(ent, component.BlightDiseasePrototypeId, comp);
|
|
|
|
|
}
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnMalfunctionAction(EntityUid uid, RevenantComponent component, RevenantMalfunctionActionEvent args)
|
|
|
|
|
{
|
|
|
|
|
if (args.Handled)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!TryUseAbility(uid, component, component.MalfunctionCost, component.MalfunctionDebuffs))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
args.Handled = true;
|
|
|
|
|
|
|
|
|
|
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.MalfunctionRadius))
|
2022-09-28 22:30:48 -04:00
|
|
|
{
|
2022-08-13 09:49:41 -04:00
|
|
|
_emag.DoEmag(ent, ent); //it emags itself. spooky.
|
2022-09-28 22:30:48 -04:00
|
|
|
}
|
2022-08-13 09:49:41 -04:00
|
|
|
}
|
|
|
|
|
}
|