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using System.Numerics;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Examine;
using Content.Shared.Gibbing;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Lock;
using Content.Shared.Magic.Components;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Mind;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Speech.Muting;
using Content.Shared.Storage;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
#region Starlight
using System.Linq;
using Content.Shared._Starlight.Language;
using Content.Shared._Starlight.Language.Components;
using Content.Shared._Starlight.Language.Systems;
using Content.Shared._Starlight.Magic.Events;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Ninja.Systems;
using Content.Shared.Station;
#endregion Starlight
namespace Content.Shared.Magic;
// TODO: Move BeforeCast & Prerequirements (like Wizard clothes) to action comp
// Alt idea - make it its own comp and split, like the Charge PR
// TODO: Move speech to actionComp or again, its own ECS
// TODO: Use the MagicComp just for pure backend things like spawning patterns?
/// <summary>
/// Handles learning and using spells (actions)
/// </summary>
public abstract partial class SharedMagicSystem : EntitySystem
{
[Dependency] private ISerializationManager _seriMan = default!;
[Dependency] private SharedMapSystem _mapSystem = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private SharedGunSystem _gunSystem = default!;
[Dependency] private SharedPhysicsSystem _physics = default!;
[Dependency] private SharedTransformSystem _transform = default!;
[Dependency] private INetManager _net = default!;
[Dependency] private GibbingSystem _gibbing = default!;
[Dependency] private EntityLookupSystem _lookup = default!;
[Dependency] private SharedDoorSystem _door = default!;
[Dependency] private InventorySystem _inventory = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedInteractionSystem _interaction = default!;
[Dependency] private LockSystem _lock = default!;
[Dependency] private SharedHandsSystem _hands = default!;
[Dependency] private TagSystem _tag = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedMindSystem _mind = default!;
[Dependency] private SharedStunSystem _stun = default!;
[Dependency] private TurfSystem _turf = default!;
[Dependency] private SharedChargesSystem _charges = default!;
[Dependency] private ExamineSystemShared _examine= default!;
#region Starlight
[Dependency] private DamageableSystem _damageable = default!;
[Dependency] private SharedStationSystem _station = default!;
private static readonly EntProtoId TowerOfBabel = "TowerOfBabel";
#endregion
private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MagicComponent, BeforeCastSpellEvent>(OnBeforeCastSpell);
SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
SubscribeLocalEvent<MultiProjectileSpellEvent>(OnMultiProjectileSpell); // Starlight: Multi-projectile spread spell
SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
SubscribeLocalEvent<ChargeSpellEvent>(OnChargeSpell);
SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
SubscribeLocalEvent<VoidApplauseSpellEvent>(OnVoidApplause);
#region Starlight
SubscribeLocalEvent<SpawnItemInHandEvent>(OnSpawnItemInHand);
SubscribeLocalEvent<TowerOfBabelEvent>(OnTowerOfBabel);
#endregion
}
private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
{
var comp = ent.Comp;
var hasReqs = true;
if (comp.RequiresClothes)
{
var enumerator = _inventory.GetSlotEnumerator(args.Performer, SlotFlags.OUTERCLOTHING | SlotFlags.HEAD);
while (enumerator.MoveNext(out var containerSlot))
{
if (containerSlot.ContainedEntity is { } item)
hasReqs = HasComp<WizardClothesComponent>(item);
else
hasReqs = false;
if (!hasReqs)
break;
}
}
if (comp.RequiresSpeech && HasComp<MutedComponent>(args.Performer))
hasReqs = false;
if (hasReqs)
return;
args.Cancelled = true;
_popup.PopupClient(Loc.GetString("spell-requirements-failed"), args.Performer, args.Performer);
// TODO: Pre-cast do after, either here or in SharedActionsSystem
}
private bool PassesSpellPrerequisites(EntityUid spell, EntityUid performer)
{
var ev = new BeforeCastSpellEvent(performer);
RaiseLocalEvent(spell, ref ev);
return !ev.Cancelled;
}
#region Spells
#region Instant Spawn Spells
/// <summary>
/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
/// </summary>
private void OnInstantSpawn(InstantSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
foreach (var position in GetInstantSpawnPositions(transform, args.PosData))
{
SpawnSpellHelper(args.Prototype, position, args.Performer, preventCollide: args.PreventCollideWithCaster);
}
args.Handled = true;
}
/// <summary>
/// Gets spawn positions listed on <see cref="InstantSpawnSpellEvent"/>
/// </summary>
/// <exception cref="ArgumentOutOfRangeException"></exception>
private List<EntityCoordinates> GetInstantSpawnPositions(TransformComponent casterXform, MagicInstantSpawnData data)
{
switch (data)
{
case TargetCasterPos:
return new List<EntityCoordinates>(1) { casterXform.Coordinates };
case TargetInFrontSingle:
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
return new List<EntityCoordinates>();
if (!_turf.TryGetTileRef(directionPos, out var tileReference))
return new List<EntityCoordinates>();
var tileIndex = tileReference.Value.GridIndices;
return new List<EntityCoordinates>(1) { _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex) };
}
case TargetInFront:
{
var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
if (!TryComp<MapGridComponent>(casterXform.GridUid, out var mapGrid))
return new List<EntityCoordinates>();
if (!_turf.TryGetTileRef(directionPos, out var tileReference))
return new List<EntityCoordinates>();
var tileIndex = tileReference.Value.GridIndices;
var coords = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex);
EntityCoordinates coordsPlus;
EntityCoordinates coordsMinus;
var dir = casterXform.LocalRotation.GetCardinalDir();
switch (dir)
{
case Direction.North:
case Direction.South:
{
coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (1, 0));
coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (-1, 0));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
case Direction.East:
case Direction.West:
{
coordsPlus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, 1));
coordsMinus = _mapSystem.GridTileToLocal(casterXform.GridUid.Value, mapGrid, tileIndex + (0, -1));
return new List<EntityCoordinates>(3)
{
coords,
coordsPlus,
coordsMinus,
};
}
}
return new List<EntityCoordinates>();
}
default:
throw new ArgumentOutOfRangeException();
}
}
// End Instant Spawn Spells
#endregion
#region World Spawn Spells
/// <summary>
/// Spawns entities from a list within range of click.
/// </summary>
/// <remarks>
/// It will offset entities after the first entity based on the OffsetVector2.
/// </remarks>
/// <param name="args"> The Spawn Spell Event args.</param>
private void OnWorldSpawn(WorldSpawnSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var targetMapCoords = args.Target;
WorldSpawnSpellHelper(args.Prototypes, targetMapCoords, args.Performer, args.Lifetime, args.Offset);
args.Handled = true;
}
/// <summary>
/// Loops through a supplied list of entity prototypes and spawns them
/// </summary>
/// <remarks>
/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
/// offset
/// </remarks>
/// <param name="entityEntries"> The list of Entities to spawn in</param>
/// <param name="entityCoords"> Map Coordinates where the entities will spawn</param>
/// <param name="lifetime"> Check to see if the entities should self delete</param>
/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
private void WorldSpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, EntityUid performer, float? lifetime, Vector2 offsetVector2)
{
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
var offsetCoords = entityCoords;
foreach (var proto in getProtos)
{
SpawnSpellHelper(proto, offsetCoords, performer, lifetime);
offsetCoords = offsetCoords.Offset(offsetVector2);
}
}
// End World Spawn Spells
#endregion
#region Projectile Spells
private void OnProjectileSpell(ProjectileSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer)
return;
ev.Handled = true;
var xform = Transform(ev.Performer);
var fromCoords = xform.Coordinates;
var toCoords = ev.Target;
var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var fromMap = _transform.ToMapCoordinates(fromCoords);
var ent = Spawn(ev.Prototype, fromMap);
var direction = _transform.ToMapCoordinates(toCoords).Position -
fromMap.Position;
_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer, ev.Performer, ev.ProjectileSpeed); // Starlight change for allowing different speed
}
/// <summary>
/// Starlight: Fires multiple projectiles in a spread pattern.
/// This manually spawns and fires each projectile with an angle offset from the center direction.
/// We can't use ProjectileSpreadComponent because it only works in the gun system's ammo handling,
/// not with the magic system's direct ShootProjectile calls.
/// </summary>
private void OnMultiProjectileSpell(MultiProjectileSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !_net.IsServer)
return;
ev.Handled = true;
var xform = Transform(ev.Performer);
var fromCoords = xform.Coordinates;
var toCoords = ev.Target;
var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
// Calculate base direction to target
var fromMap = _transform.ToMapCoordinates(fromCoords);
var toMap = _transform.ToMapCoordinates(toCoords);
var baseDirection = toMap.Position - fromMap.Position;
var baseAngle = baseDirection.ToWorldAngle();
// Convert spread from degrees to radians
var spreadRadians = MathHelper.DegreesToRadians(ev.SpreadDegrees);
// Calculate angle increment between projectiles
// For even count, we spread evenly around center
var angleIncrement = ev.ProjectileCount > 1 ? spreadRadians / (ev.ProjectileCount - 1) : 0f;
var startAngle = baseAngle - spreadRadians / 2f;
// Spawn and fire each projectile
for (var i = 0; i < ev.ProjectileCount; i++)
{
var projectileAngle = startAngle + (angleIncrement * i);
var projectileDirection = projectileAngle.ToWorldVec();
var ent = Spawn(ev.Prototype, fromMap);
_gunSystem.ShootProjectile(ent, projectileDirection, userVelocity, ev.Performer, ev.Performer);
}
}
// End Projectile Spells
#endregion
#region Change Component Spells
// staves.yml ActionRGB light
private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
RemoveComponents(ev.Target, ev.ToRemove);
AddComponents(ev.Target, ev.ToAdd);
}
// End Change Component Spells
#endregion
#region Teleport Spells
// TODO: Rename to teleport clicked spell?
/// <summary>
/// Teleports the user to the clicked location
/// </summary>
/// <param name="args"></param>
private void OnTeleportSpell(TeleportSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
var transform = Transform(args.Performer);
if (transform.MapID != _transform.GetMapId(args.Target) || (!args.IgnoreWalls && !_interaction.InRangeUnobstructed(args.Performer, args.Target, range: 1000F, collisionMask: CollisionGroup.Opaque, popup: true)))
return;
_transform.SetCoordinates(args.Performer, args.Target);
_transform.AttachToGridOrMap(args.Performer, transform);
args.Handled = true;
}
public virtual void OnVoidApplause(VoidApplauseSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
_transform.SwapPositions(ev.Performer, ev.Target);
}
// End Teleport Spells
#endregion
#region Spell Helpers
private void SpawnSpellHelper(string? proto, EntityCoordinates position, EntityUid performer, float? lifetime = null, bool preventCollide = false)
{
if (!_net.IsServer)
return;
var ent = Spawn(proto, position.SnapToGrid(EntityManager));
if (lifetime != null)
{
var comp = EnsureComp<TimedDespawnComponent>(ent);
comp.Lifetime = lifetime.Value;
}
if (preventCollide)
{
var comp = EnsureComp<PreventCollideComponent>(ent);
comp.Uid = performer;
}
}
private void AddComponents(EntityUid target, ComponentRegistry comps)
{
foreach (var (name, data) in comps)
{
if (HasComp(target, data.Component.GetType()))
continue;
var component = (Component)Factory.GetComponent(name);
var temp = (object)component;
_seriMan.CopyTo(data.Component, ref temp);
AddComp(target, (Component)temp!);
}
}
private void RemoveComponents(EntityUid target, HashSet<string> comps)
{
foreach (var toRemove in comps)
{
if (Factory.TryGetRegistration(toRemove, out var registration))
RemComp(target, registration.Type);
}
}
// End Spell Helpers
#endregion
#region Touch Spells
private void OnSmiteSpell(SmiteSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
var direction = _transform.GetMapCoordinates(ev.Target, Transform(ev.Target)).Position - _transform.GetMapCoordinates(ev.Performer, Transform(ev.Performer)).Position;
var impulseVector = direction * 10000;
_physics.ApplyLinearImpulse(ev.Target, impulseVector);
//_gibbing.Gib(ev.Target); //starlight commented out
//starlight start
//apply damage to the target
_damageable.TryChangeDamage(ev.Target, ev.Damage, true); //ignore resistances
//starlight end
}
// End Touch Spells
#endregion
#region Knock Spells
/// <summary>
/// Opens all doors and locks within range.
/// </summary>
private void OnKnockSpell(KnockSpellEvent args)
{
if (args.Handled || !PassesSpellPrerequisites(args.Action, args.Performer))
return;
args.Handled = true;
Knock(args.Performer, args.Range);
}
/// <summary>
/// Opens all doors and locks within range.
/// </summary>
/// <param name="performer">Performer of spell. </param>
/// <param name="range">Radius around <see cref="performer"/> in which all doors and locks should be opened.</param>
public void Knock(EntityUid performer, float range)
{
var transform = Transform(performer);
// Look for doors and lockers, and don't open/unlock them if they're already opened/unlocked.
foreach (var target in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(performer, transform), range, flags: LookupFlags.Dynamic | LookupFlags.Static))
{
if (!_examine.InRangeUnOccluded(performer, target, range: 0))
continue;
if (TryComp<DoorBoltComponent>(target, out var doorBoltComp) && doorBoltComp.BoltsDown)
_door.SetBoltsDown((target, doorBoltComp), false, predicted: true);
if (TryComp<DoorComponent>(target, out var doorComp) && doorComp.State is not DoorState.Open)
_door.StartOpening(target);
if (TryComp<LockComponent>(target, out var lockComp) && lockComp.Locked)
_lock.Unlock(target, performer, lockComp);
}
}
// End Knock Spells
#endregion
#region Charge Spells
// TODO: Future support to charge other items
private void OnChargeSpell(ChargeSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !TryComp<HandsComponent>(ev.Performer, out var handsComp))
return;
EntityUid? wand = null;
foreach (var item in _hands.EnumerateHeld((ev.Performer, handsComp)))
{
if (!_tag.HasTag(item, ev.WandTag))
continue;
wand = item;
}
ev.Handled = true;
if (wand == null)
return;
if (TryComp<BasicEntityAmmoProviderComponent>(wand, out var basicAmmoComp) && basicAmmoComp.Count != null)
_gunSystem.UpdateBasicEntityAmmoCount((wand.Value, basicAmmoComp), basicAmmoComp.Count.Value + ev.Charge);
else if (TryComp<LimitedChargesComponent>(wand, out var charges))
_charges.AddCharges((wand.Value, charges), ev.Charge);
}
// End Charge Spells
#endregion
#region Global Spells
// TODO: Change this into a "StartRuleAction" when actions with multiple events are supported
protected virtual void OnRandomGlobalSpawnSpell(RandomGlobalSpawnSpellEvent ev)
{
if (!_net.IsServer || ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || ev.Spawns is not { } spawns)
return;
ev.Handled = true;
var allHumans = _mind.GetAliveHumans();
foreach (var human in allHumans)
{
if (!human.Comp.OwnedEntity.HasValue)
continue;
var ent = human.Comp.OwnedEntity.Value;
if (_tag.HasTag(ent, InvalidForGlobalSpawnSpellTag))
continue;
var mapCoords = _transform.GetMapCoordinates(ent);
foreach (var spawn in EntitySpawnCollection.GetSpawns(spawns, _random))
{
var spawned = Spawn(spawn, mapCoords);
_hands.PickupOrDrop(ent, spawned);
}
}
_audio.PlayGlobal(ev.Sound, ev.Performer);
}
#endregion
#region Mindswap Spells
private void OnMindSwapSpell(MindSwapSpellEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
ev.Handled = true;
// Need performer mind, but target mind is unnecessary, such as taking over a NPC
// Need to get target mind before putting performer mind into their body if they have one
// Thus, assign bool before first transfer, then check afterwards
if (!_mind.TryGetMind(ev.Performer, out var perMind, out var perMindComp))
return;
var tarHasMind = _mind.TryGetMind(ev.Target, out var tarMind, out var tarMindComp);
_mind.TransferTo(perMind, ev.Target);
if (tarHasMind)
{
_mind.TransferTo(tarMind, ev.Performer);
}
_stun.TryUpdateParalyzeDuration(ev.Target, ev.TargetStunDuration);
_stun.TryUpdateParalyzeDuration(ev.Performer, ev.PerformerStunDuration);
}
#region Starlight
private void OnSpawnItemInHand(SpawnItemInHandEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
var user = ev.Performer;
// try to put item in hand, otherwise it goes on the ground
var spawnedEntity = PredictedSpawnAtPosition(ev.Spawned, Transform(user).Coordinates);
var afterEvent = new AfterSpawnItemInHandEvent { Entity = spawnedEntity, Performer = user };
RaiseLocalEvent(ev.Action, afterEvent);
var result = _hands.TryPickupAnyHand(user, spawnedEntity);
if(!result && ev.RequiresFreeHand)
Del(spawnedEntity); // abort!
else
{
if(ev.SelfDamage != null) //For dolls
_damageable.ChangeDamage(user, ev.SelfDamage, true);
ev.Handled = true;
}
}
private void OnTowerOfBabel(TowerOfBabelEvent ev)
{
if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer))
return;
if (_net.IsClient)
return;
var xform = Transform(ev.Performer);
foreach (var station in _station.GetStations())
{
if (_station.GetLargestGrid(station) is not { } grid)
continue;
if (xform.GridUid != grid)
continue;
var ent = PredictedSpawnAtPosition(TowerOfBabel, xform.Coordinates);
ev.Handled = true;
return;
}
_popup.PopupClient(Loc.GetString("spell-requirements-failed"), ev.Performer, ev.Performer);
}
#endregion
#endregion
// End Spells
#endregion
}