More artifact effects (#13300)
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@@ -0,0 +1,55 @@
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using Content.Server.Actions;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts;
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public partial class ArtifactSystem
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{
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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/// <summary>
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/// Used to add the artifact activation action (hehe), which lets sentient artifacts activate themselves,
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/// either through admemery or the sentience effect.
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/// </summary>
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public void InitializeActions()
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{
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SubscribeLocalEvent<ArtifactComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ArtifactComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<ArtifactComponent, ArtifactSelfActivateEvent>(OnSelfActivate);
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}
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private void OnStartup(EntityUid uid, ArtifactComponent component, ComponentStartup args)
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{
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if (_prototype.TryIndex<InstantActionPrototype>("ArtifactActivate", out var proto))
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{
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_actions.AddAction(uid, new InstantAction(proto), null);
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}
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}
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private void OnRemove(EntityUid uid, ArtifactComponent component, ComponentRemove args)
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{
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if (_prototype.TryIndex<InstantActionPrototype>("ArtifactActivate", out var proto))
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{
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_actions.RemoveAction(uid, new InstantAction(proto));
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}
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}
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private void OnSelfActivate(EntityUid uid, ArtifactComponent component, ArtifactSelfActivateEvent args)
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{
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if (component.CurrentNode == null)
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return;
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var curNode = component.CurrentNode.Id;
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_popup.PopupEntity(Loc.GetString("activate-artifact-popup-self", ("node", curNode)), uid, uid);
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TryActivateArtifact(uid, uid, component);
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args.Handled = true;
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}
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}
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@@ -29,6 +29,7 @@ public sealed partial class ArtifactSystem : EntitySystem
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEnd);
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InitializeCommands();
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InitializeActions();
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}
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private void OnInit(EntityUid uid, ArtifactComponent component, MapInitEvent args)
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@@ -0,0 +1,10 @@
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// <summary>
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/// Removes the masks/layers of hard fixtures from the artifact when added, allowing it to pass through walls
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/// and such.
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/// </summary>
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[RegisterComponent]
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public sealed class ClearFixturesArtifactComponent : Component
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{
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}
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@@ -0,0 +1,36 @@
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using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Shared.Physics;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
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/// <summary>
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/// Handles allowing activated artifacts to phase through walls.
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/// </summary>
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public sealed class ClearFixturesArtifactSystem : EntitySystem
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{
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ClearFixturesArtifactComponent, ArtifactActivatedEvent>(OnActivate);
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}
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private void OnActivate(EntityUid uid, ClearFixturesArtifactComponent component, ArtifactActivatedEvent args)
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{
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if (!TryComp<FixturesComponent>(uid, out var fixtures))
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return;
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foreach (var (_, fixture) in fixtures.Fixtures)
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{
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if (!fixture.Hard)
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continue;
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fixture.CollisionLayer = (int) CollisionGroup.None;
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fixture.CollisionMask = (int) CollisionGroup.None;
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}
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}
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}
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