wizard admin verb (#374)
* done * oops * some wizard rule tweaks * Update WizardRuleSystem.cs resolve
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@@ -300,10 +300,10 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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_npcFaction.AddFaction(mob, "Wizard");
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}
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private void SpawnWizard(ICommonSession? session, WizardRuleComponent component, bool spawnGhostRoles = true)
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private EntityCoordinates WizardSpawnPoint(WizardRuleComponent component)
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{
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if (component.ShuttleMap is not {Valid: true} mapUid)
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return;
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return EntityCoordinates.Invalid;
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var spawn = new EntityCoordinates();
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foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
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@@ -318,13 +318,25 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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break;
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}
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//Fallback, spawn at the centre of the map
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// Fallback, spawn at the centre of the map
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if (spawn == new EntityCoordinates())
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{
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spawn = Transform(mapUid).Coordinates;
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_sawmill.Warning("Fell back to default spawn for wizard!");
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}
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return spawn;
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}
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private void SpawnWizard(ICommonSession? session, WizardRuleComponent component, bool spawnGhostRoles = true)
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{
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var spawn = WizardSpawnPoint(component);
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if (spawn == EntityCoordinates.Invalid)
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{
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_sawmill.Error("Failed to calculate wizard spawn point");
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return;
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}
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var wizardAntag = _prototypeManager.Index(component.WizardRoleProto);
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//If a session is available, spawn mob and transfer mind into it
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@@ -395,4 +407,62 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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ICommonSession? session = null;
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SpawnWizard(session, component, true);
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}
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/// <summary>
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/// Makes mob a wizard through admin verb button
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/// </summary>
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public void AdminMakeWizard(EntityUid uid)
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{
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var rule = EntityQuery<WizardRuleComponent>().FirstOrDefault();
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if (rule == null)
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{
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GameTicker.StartGameRule("Wizard", out var ruleEntity);
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rule = Comp<WizardRuleComponent>(ruleEntity);
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}
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if (HasComp<WizardComponent>(uid))
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return;
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MakeWizard(uid, rule, true);
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}
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private bool MakeWizard(EntityUid wizard, WizardRuleComponent rule,
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bool giveObjectives = true)
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{
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if (!_mind.TryGetMind(wizard, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked wizard.");
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return false;
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}
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if (HasComp<WizardRoleComponent>(mindId))
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{
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Log.Error($"Player {mind.CharacterName} is already a wizard.");
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return false;
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}
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HumanoidCharacterProfile? profile = null;
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if (TryComp(wizard, out ActorComponent? actor))
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profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile;
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if (giveObjectives)
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{
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AddRole(mindId, mind, rule);
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}
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if (!_prototypeManager.TryIndex(rule.StartingGear, out var gear))
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{
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_sawmill.Error("Failed to load wizard gear prototype");
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return false;
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}
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SetupWizardEntity(wizard, rule.Points, gear, profile);
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var spawnpoint = WizardSpawnPoint(rule);
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var transform = EnsureComp<TransformComponent>(wizard);
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transform.Coordinates = spawnpoint;
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return true;
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}
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}
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