wizard admin verb (#374)

* done

* oops

* some wizard rule tweaks

* Update WizardRuleSystem.cs

resolve
This commit is contained in:
RinKeeper
2024-06-27 08:59:13 +03:00
committed by GitHub
parent 789391b834
commit 2cdf178447
4 changed files with 94 additions and 5 deletions

View File

@@ -9,6 +9,7 @@ using Content.Shared.Verbs;
using Robust.Shared.Player;
using Robust.Shared.Utility;
using Content.Server._White.Cult.GameRule;
using Content.Server._White.Wizard;
namespace Content.Server.Administration.Systems;
@@ -22,6 +23,7 @@ public sealed partial class AdminVerbSystem
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
[Dependency] private readonly RevolutionaryRuleSystem _revolutionaryRule = default!;
[Dependency] private readonly CultRuleSystem _cultRule = default!;
[Dependency] private readonly WizardRuleSystem _wizardRule = default!;
// All antag verbs have names so invokeverb works.
private void AddAntagVerbs(GetVerbsEvent<Verb> args)
@@ -150,8 +152,21 @@ public sealed partial class AdminVerbSystem
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-changeling"),
};
args.Verbs.Add(changeling);
//WD edit end
Verb wizard = new()
{
Text = Loc.GetString("admin-verb-text-make-wizard"),
Category = VerbCategory.Antag,
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Clothing/Head/Hats/wizardhat.rsi/icon.png")),
Act = () =>
{
_wizardRule.AdminMakeWizard(args.Target);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-wizard"),
};
args.Verbs.Add(wizard);
}
//WD edit end
}

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@@ -300,10 +300,10 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
_npcFaction.AddFaction(mob, "Wizard");
}
private void SpawnWizard(ICommonSession? session, WizardRuleComponent component, bool spawnGhostRoles = true)
private EntityCoordinates WizardSpawnPoint(WizardRuleComponent component)
{
if (component.ShuttleMap is not {Valid: true} mapUid)
return;
return EntityCoordinates.Invalid;
var spawn = new EntityCoordinates();
foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
@@ -318,13 +318,25 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
break;
}
//Fallback, spawn at the centre of the map
// Fallback, spawn at the centre of the map
if (spawn == new EntityCoordinates())
{
spawn = Transform(mapUid).Coordinates;
_sawmill.Warning("Fell back to default spawn for wizard!");
}
return spawn;
}
private void SpawnWizard(ICommonSession? session, WizardRuleComponent component, bool spawnGhostRoles = true)
{
var spawn = WizardSpawnPoint(component);
if (spawn == EntityCoordinates.Invalid)
{
_sawmill.Error("Failed to calculate wizard spawn point");
return;
}
var wizardAntag = _prototypeManager.Index(component.WizardRoleProto);
//If a session is available, spawn mob and transfer mind into it
@@ -395,4 +407,62 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
ICommonSession? session = null;
SpawnWizard(session, component, true);
}
/// <summary>
/// Makes mob a wizard through admin verb button
/// </summary>
public void AdminMakeWizard(EntityUid uid)
{
var rule = EntityQuery<WizardRuleComponent>().FirstOrDefault();
if (rule == null)
{
GameTicker.StartGameRule("Wizard", out var ruleEntity);
rule = Comp<WizardRuleComponent>(ruleEntity);
}
if (HasComp<WizardComponent>(uid))
return;
MakeWizard(uid, rule, true);
}
private bool MakeWizard(EntityUid wizard, WizardRuleComponent rule,
bool giveObjectives = true)
{
if (!_mind.TryGetMind(wizard, out var mindId, out var mind))
{
Log.Info("Failed getting mind for picked wizard.");
return false;
}
if (HasComp<WizardRoleComponent>(mindId))
{
Log.Error($"Player {mind.CharacterName} is already a wizard.");
return false;
}
HumanoidCharacterProfile? profile = null;
if (TryComp(wizard, out ActorComponent? actor))
profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile;
if (giveObjectives)
{
AddRole(mindId, mind, rule);
}
if (!_prototypeManager.TryIndex(rule.StartingGear, out var gear))
{
_sawmill.Error("Failed to load wizard gear prototype");
return false;
}
SetupWizardEntity(wizard, rule.Points, gear, profile);
var spawnpoint = WizardSpawnPoint(rule);
var transform = EnsureComp<TransformComponent>(wizard);
transform.Coordinates = spawnpoint;
return true;
}
}

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@@ -6,6 +6,7 @@ admin-verb-make-nuclear-operative = Make target into a lone Nuclear Operative.
admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule.
admin-verb-make-head-rev = Make the target into a Head Revolutionary.
admin-verb-make-thief = Make the target into a thief.
admin-verb-make-wizard = Make the target into a wizard.
admin-verb-text-make-traitor = Make Traitor
admin-verb-text-make-changeling = Make Changeling
@@ -14,3 +15,4 @@ admin-verb-text-make-nuclear-operative = Make Nuclear Operative
admin-verb-text-make-pirate = Make Pirate
admin-verb-text-make-head-rev = Make Head Rev
admin-verb-text-make-thief = Make Thief
admin-verb-text-make-wizard = Make wizard

View File

@@ -6,6 +6,7 @@ admin-verb-make-nuclear-operative = Сделать цель одиноким Я
admin-verb-make-pirate = Сделать цель пиратом\капером. Учтите, что это не меняет игровой режим.
admin-verb-make-head-rev = Сделать цель главой революции.
admin-verb-make-thief = Сделать цель вором.
admin-verb-make-wizard = Сделать цель магом.
admin-verb-text-make-traitor = Сделать предателем
admin-verb-text-make-changeling = Сделать генокрадом
@@ -14,3 +15,4 @@ admin-verb-text-make-nuclear-operative = Сделать одиноким яде
admin-verb-text-make-pirate = Сделать пиратом
admin-verb-text-make-head-rev = Сделать главой революции
admin-verb-text-make-thief = Сделать вором
admin-verb-text-make-wizard = Сделать магом