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crystall-punk-14/Content.Server/Actions/ActionOnInteractSystem.cs

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Magic Refactor + Wizard Grimoire (#22568) * Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
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using System.Linq;
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using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
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using Content.Shared.Interaction;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Actions;
/// <summary>
/// This System handled interactions for the <see cref="ActionOnInteractComponent"/>.
/// </summary>
public sealed class ActionOnInteractSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly SharedChargesSystem _charges = default!;
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public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActionOnInteractComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActionOnInteractComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<ActionOnInteractComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, ActionOnInteractComponent component, MapInitEvent args)
{
if (component.Actions == null)
return;
var comp = EnsureComp<ActionsContainerComponent>(uid);
foreach (var id in component.Actions)
{
_actionContainer.AddAction(uid, id, comp);
}
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}
private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
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return;
Magic Refactor + Wizard Grimoire (#22568) * Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
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if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
var options = GetValidActions<InstantActionComponent>(actionEnts);
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if (options.Count == 0)
return;
if (!TryUseCharge((uid, component)))
return;
// not predicted as this is in server due to random
// TODO: use predicted random and move to shared?
var (actId, action, comp) = _random.Pick(options);
_actions.PerformAction(args.User, (actId, action), predicted: false);
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args.Handled = true;
}
private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
{
Magic Refactor + Wizard Grimoire (#22568) * Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
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if (args.Handled)
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return;
Magic Refactor + Wizard Grimoire (#22568) * Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
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if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
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// First, try entity target actions
if (args.Target is {} target)
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{
Magic Refactor + Wizard Grimoire (#22568) * Brings over changes from the original magic refactor PR * Adds Master Spellbook, spellbook categories, WizCoin currency, and locale * Wiz€oin™ * Adds currency whitelist to Spellbook preset, grants contained actions on action added. * Adds grant contained action and remove provided action. * adds a way for actions to be upgraded to the store * Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately * Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well * Removes current action entity from the bought entities list and adds new or old action entity * Removes Current Entity * Removes old comments, fixes TransferAllActionsWithNewAttached * Removes TODO * Removes Product Action Upgrade Event * reverts changes to immovablerodrule * Removes stale event reference * fixes mind action grant logic * reverts shared gun system change to projectile anomaly system * forgor to remove the using * Reverts unintended changes to action container * Adds refund button to the store * Refreshes store back to origin. * Refund with correct currency * Init refund * Check for terminating and update interface * Disables refund button * Removes preset allow refund * dont refund if map changed * adds refunds to stores * Adds method to check for starting map * comments, datafields, some requested changes * turns event into ref event * Adds datafields * Switches to entity terminating event * Changes store entity to be nullable and checks if store is terminating to remove reference. * Tryadd instead of containskey * Adds a refund disable method, disables refund on bought ent container changes if not an action * Removes duplicate refundcomp * Removes unintended merges * Removed another unintended change from merge * removes extra using statement * readds using statement * might as well just remove both usings since it won't leave the PR * Fixes Action upgrades from stores * Changes to non obsolete method uses * Shares spawn code between instant and world * Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component * puts prereq check in spell methods, sets up template code for before cast event * checks for required wizard clothes * Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData. * Removes posdata from projectiles * Speech > RequiresSpeech * Fixes ActionOnInteract * checks for muted * popup for missing reqs * Validate click loc for blink spell * Checks if doors are in range and not obstructed before opening * Check ents by map coords * Adds speak event * Comments spellbooks * Removes comments * Unobsoletes smite spell * Invert if * Requirements loc * Fixes spell reqs * Inverts an if * Comment updates * Starts doafter work * Removes doafter references * Balances fireball upgrades to be more reasonable * Enables refund on master spellbooks * Spells to do * update spellbook doafter * knock toggles bolts * Touch Spell comments * Comments for pending spells * more comments * adds spider polymorph to spellbook * TODOs for spells * reorganizes spellbook categories and adds wands * fixes spacing and adds limited conditions * commented owner only for future store PR * reenables owner only for the grimoire * fixes grimoire sprite * Adds wizard rod polymorph * summon ghosts event * Moves rod form to offensive category * Adds charge spell and loc for rod polymorph * Oops forgor the actual chages * Item Recall comment * Fixes UI * removes extra field for wizard rod * Cleanup * New Condition (INCOMPLETE) * Fix linter * Fix linter (for real) * fixed some descriptions * adds regions to magic * Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds * removes limited upgrade condition --------- Co-authored-by: AJCM <AJCM@tutanota.com>
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var entOptions = GetValidActions<EntityTargetActionComponent>(actionEnts, args.CanReach);
for (var i = entOptions.Count - 1; i >= 0; i--)
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{
var action = entOptions[i];
if (!_actions.ValidateEntityTarget(args.User, target, (action, action.Comp2)))
entOptions.RemoveAt(i);
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}
if (entOptions.Count > 0)
{
if (!TryUseCharge((uid, component)))
return;
var (actionId, action, _) = _random.Pick(entOptions);
_actions.SetEventTarget(actionId, target);
_actions.PerformAction(args.User, (actionId, action), predicted: false);
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args.Handled = true;
return;
}
}
// else: try world target actions
var options = GetValidActions<WorldTargetActionComponent>(component.ActionEntities, args.CanReach);
for (var i = options.Count - 1; i >= 0; i--)
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{
var action = options[i];
if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, (action, action.Comp2)))
options.RemoveAt(i);
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}
if (options.Count == 0)
return;
if (!TryUseCharge((uid, component)))
return;
var (actId, comp, world) = _random.Pick(options);
if (world.Event is {} worldEv)
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{
worldEv.Target = args.ClickLocation;
worldEv.Entity = HasComp<EntityTargetActionComponent>(actId) ? args.Target : null;
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}
_actions.PerformAction(args.User, (actId, comp), world.Event, predicted: false);
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args.Handled = true;
}
private List<Entity<ActionComponent, T>> GetValidActions<T>(List<EntityUid>? actions, bool canReach = true) where T: Component
{
var valid = new List<Entity<ActionComponent, T>>();
if (actions == null)
return valid;
foreach (var id in actions)
{
if (_actions.GetAction(id) is not {} action ||
!TryComp<T>(id, out var comp) ||
!_actions.ValidAction(action, canReach))
{
continue;
}
valid.Add((id, action, comp));
}
return valid;
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}
private bool TryUseCharge(Entity<ActionOnInteractComponent> ent)
{
if (!ent.Comp.RequiresCharge)
return true;
Entity<LimitedChargesComponent?> charges = ent.Owner;
if (_charges.IsEmpty(charges))
return false;
_charges.TryUseCharge(charges);
return true;
}
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}