Small tweak and cleanup of spells and actions (#15943)

This commit is contained in:
AJCM-git
2023-05-01 04:29:18 -04:00
committed by GitHub
parent 2e2cbe1f02
commit d5b3585c09
7 changed files with 60 additions and 51 deletions

View File

@@ -1,7 +1,7 @@
using Content.Shared.Actions.ActionTypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Magic;
namespace Content.Server.Magic.Components;
/// <summary>
/// Spellbooks for having an entity learn spells as long as they've read the book and it's in their hand.
@@ -19,14 +19,25 @@ public sealed class SpellbookComponent : Component
/// The three fields below is just used for initialization.
/// </summary>
[DataField("worldSpells", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<int, WorldTargetActionPrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public readonly Dictionary<string, int> WorldSpells = new();
[DataField("entitySpells", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<int, EntityTargetActionPrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public readonly Dictionary<string, int> EntitySpells = new();
[DataField("instantSpells", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<int, InstantActionPrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public readonly Dictionary<string, int> InstantSpells = new();
[DataField("learnTime")]
[ViewVariables(VVAccess.ReadWrite)]
public float LearnTime = .75f;
/// <summary>
/// If true, the spell action stays even after the book is removed
/// </summary>
[DataField("learnPermanently")]
[ViewVariables(VVAccess.ReadWrite)]
public bool LearnPermanently;
}

View File

@@ -3,6 +3,7 @@ using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Coordinates.Helpers;
using Content.Server.Doors.Systems;
using Content.Server.Magic.Components;
using Content.Server.Magic.Events;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Actions;
@@ -72,7 +73,7 @@ public sealed class MagicSystem : EntitySystem
if (args.Handled || args.Cancelled)
return;
_actionsSystem.AddActions(args.Args.User, component.Spells, uid);
_actionsSystem.AddActions(args.Args.User, component.Spells, component.LearnPermanently ? null : uid);
args.Handled = true;
}
@@ -166,12 +167,14 @@ public sealed class MagicSystem : EntitySystem
{
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var mapPos = pos.ToMap(EntityManager);
EntityCoordinates spawnCoords = _mapManager.TryFindGridAt(mapPos, out var grid)
var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var grid)
? pos.WithEntityId(grid.Owner, EntityManager)
: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
var ent = Spawn(ev.Prototype, spawnCoords);
_gunSystem.ShootProjectile(ent, ev.Target.Position - mapPos.Position, userVelocity, ev.Performer);
var direction = ev.Target.ToMapPos(EntityManager, _transformSystem) -
spawnCoords.ToMapPos(EntityManager, _transformSystem);
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer);
}
}