Make magical vision drain Mana (#1832)
* added generic Entity Effects status effect component * added Magic Vision Statuseffect component * renamed visionmask to Visibilitymask and added StatusEffectComponent notice comment * added two event listeners on MagicVisonStatusEffect applied and removed * moved changes to server side * moved Component serverside * removed Overlay Property * Added magic vison status effect prototype and applying * cleaned upnew lines * added new prototype * moved Magic vision status effect component to shared again * fixed applying mask * cleaned new lines * Moved to components folder * marked MagicVisionComponent obsolete and changed protoid name * Added parent MobStatusEffectBase * added mana cost to Magical vision spell * removed unneeded constructor * Added the system * added statuseffect eventlistners for applied and removed also removed old event listners * removed old magic vision component check * Removed Data field attribute * added back Data field attribute * added access atribute * moved Status effect update to server * removed shared System moved all to server side * Update Content.Shared/_CP14/StatusEffect/Components/CP14EntityEffectsStatusEffectComponent.cs Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com> * Fix typo in DataField attribute for Effects list * Obliterated CP14MagicVisionComponent from existence * Fix comment capitalization in CP14EntityEffectsStatusEffectComponent * Fix summary capitalization in CP14EntityEffectsStatusEffectComponent * Refactor CP14MagicVisionSystem.cs by removing blank lines Removed unnecessary blank lines for cleaner code. * Remove status effect event handlers Removed event subscription and related methods for status effects. * Remove empty line in OnExamined method * Added a Spell toggle status effect * fixed datfields shouldnt be static * imlpemented status applying in yml * cleaned white space :3 * changed toggle to has status effect * fix leftover * added check for firsttime predict so it doesnt get applied twice * added getvismaskevent to statuseffect relay * changed event lisnter to use CP14MagicVisionStatusEffectComponent to prevent future conflicts * removed unneeded _status property * added check for if its the last status effect on remove * added check if Status effect is already present if applied * changed check to component instead of entity * changed ent target to player.localEntity * fix: removed has effect check as it already has the effect when first apllied * changed event to on player attached * removed first time predicted check * changed cooldown to 0.5 seconds * made Spell mana change effect not save * added status efect applied event listner back and moved apply and remove overlay to separete methods * removed replaced action event * added fix to let nextupdate catch up to CurTime * fix: status effect not beeing removed when crit or dead * fix: Action beeing able to be used while dead * fix: added prediction check to applied back for double apply and remove bug --------- Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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using System.Numerics;
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using Content.Shared._CP14.MagicVision;
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using Content.Shared.Examine;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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@@ -9,6 +10,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client._CP14.MagicVision;
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@@ -21,6 +23,8 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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private CP14MagicVisionOverlay? _overlay;
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private CP14MagicVisionNoirOverlay? _overlay2;
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@@ -36,71 +40,39 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
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SubscribeLocalEvent<CP14MagicVisionMarkerComponent, AfterAutoHandleStateEvent>(OnHandleStateMarker);
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SubscribeLocalEvent<CP14MagicVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<CP14MagicVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
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SubscribeLocalEvent<CP14MagicVisionComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<CP14MagicVisionComponent, ComponentShutdown>(OnComponentShutdown);
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}
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private void OnComponentShutdown(Entity<CP14MagicVisionComponent> ent, ref ComponentShutdown args)
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private void OnPlayerAttached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
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{
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if (_player.LocalEntity != ent)
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return;
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if (_overlay != null)
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{
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_overlayMan.RemoveOverlay(_overlay);
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_overlay = null;
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}
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if (_overlay2 != null)
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{
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_overlayMan.RemoveOverlay(_overlay2);
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_overlay2 = null;
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}
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_audio.PlayGlobal(_endSound, ent);
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ApplyOverlay(ent);
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}
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private void OnComponentInit(Entity<CP14MagicVisionComponent> ent, ref ComponentInit args)
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private void OnStatusEffectApplied(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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if (_player.LocalEntity != ent)
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//Prevents it from beeing applied twice
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if (_timing.IsFirstTimePredicted == true)
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return;
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_overlay = new CP14MagicVisionOverlay();
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_overlayMan.AddOverlay(_overlay);
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_overlay.StartOverlay = _timing.CurTime;
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_overlay2 = new CP14MagicVisionNoirOverlay();
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_overlayMan.AddOverlay(_overlay2);
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_audio.PlayGlobal(_startSound, ent);
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ApplyOverlay(ent);
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}
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private void OnPlayerAttached(Entity<CP14MagicVisionComponent> ent, ref LocalPlayerAttachedEvent args)
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private void OnPlayerDetached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
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{
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_overlay = new CP14MagicVisionOverlay();
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_overlayMan.AddOverlay(_overlay);
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_overlay.StartOverlay = _timing.CurTime;
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_overlay2 = new CP14MagicVisionNoirOverlay();
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_overlayMan.AddOverlay(_overlay2);
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_audio.PlayGlobal(_startSound, ent);
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RemoveOverlay(ent);
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}
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private void OnPlayerDetached(Entity<CP14MagicVisionComponent> ent, ref LocalPlayerDetachedEvent args)
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private void OnStatusEffectRemoved(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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if (_overlay != null)
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{
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_overlayMan.RemoveOverlay(_overlay);
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_overlay = null;
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}
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if (_overlay2 != null)
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{
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_overlayMan.RemoveOverlay(_overlay2);
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_overlay2 = null;
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}
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_audio.PlayGlobal(_endSound, ent);
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//Prevents it from beeing removed twice
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if (_timing.IsFirstTimePredicted == true)
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return;
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RemoveOverlay(ent);
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}
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protected override void OnExamined(Entity<CP14MagicVisionMarkerComponent> ent, ref ExaminedEvent args)
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@@ -156,4 +128,36 @@ public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
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var alpha = 1 - progress;
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_sprite.SetColor(ent.Owner, Color.White.WithAlpha((float)alpha));
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}
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private void ApplyOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
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{
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_overlay = new CP14MagicVisionOverlay();
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_overlayMan.AddOverlay(_overlay);
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_overlay.StartOverlay = _timing.CurTime;
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_overlay2 = new CP14MagicVisionNoirOverlay();
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_overlayMan.AddOverlay(_overlay2);
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_audio.PlayGlobal(_startSound, ent);
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}
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private void RemoveOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
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{
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// Check if it is the last Magic Vision Status Effect
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if (_status.HasEffectComp<CP14MagicVisionStatusEffectComponent>(_player.LocalEntity))
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return;
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if (_overlay != null)
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{
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_overlayMan.RemoveOverlay(_overlay);
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_overlay = null;
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}
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if (_overlay2 != null)
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{
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_overlayMan.RemoveOverlay(_overlay2);
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_overlay2 = null;
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}
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_audio.PlayGlobal(_endSound, ent);
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}
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}
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@@ -44,9 +44,6 @@ public sealed class CP14MagicVisionOverlay : Overlay
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if (playerEntity == null)
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return;
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if (!_entityManager.HasComponent<CP14MagicVisionComponent>(playerEntity))
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return;
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var curTime = _timing.CurTime;
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var timeLeft = (float)(curTime - StartOverlay).TotalSeconds;
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@@ -1,6 +1,6 @@
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using Content.Shared._CP14.MagicVision;
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using Content.Shared.Eye;
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using Robust.Shared.Timing;
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using Content.Shared.StatusEffectNew;
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namespace Content.Server._CP14.MagicVision;
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@@ -13,26 +13,19 @@ public sealed class CP14MagicVisionSystem : CP14SharedMagicVisionSystem
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{
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base.Initialize();
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SubscribeLocalEvent<MetaDataComponent, CP14MagicVisionToggleActionEvent>(OnMagicVisionToggle);
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SubscribeLocalEvent<CP14MagicVisionComponent, GetVisMaskEvent>(OnGetVisMask);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<GetVisMaskEvent>>(OnGetVisMask);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectAppliedEvent>(OnApplied);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRemovedEvent>(OnRemoved);
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}
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private void OnGetVisMask(Entity<CP14MagicVisionComponent> ent, ref GetVisMaskEvent args)
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private void OnGetVisMask(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<GetVisMaskEvent> args)
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{
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args.VisibilityMask |= (int)VisibilityFlags.CP14MagicVision;
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}
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var appliedMask = (int)CP14MagicVisionStatusEffectComponent.VisibilityMask;
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var newArgs = args.Args;
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private void OnMagicVisionToggle(Entity<MetaDataComponent> ent, ref CP14MagicVisionToggleActionEvent args)
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{
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if (!HasComp<CP14MagicVisionComponent>(ent))
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{
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AddComp<CP14MagicVisionComponent>(ent);
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}
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else
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{
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RemComp<CP14MagicVisionComponent>(ent);
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}
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_eye.RefreshVisibilityMask(ent.Owner);
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newArgs.VisibilityMask |= appliedMask;
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args = args with { Args = newArgs };
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}
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public override void Update(float frameTime)
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@@ -51,4 +44,14 @@ public sealed class CP14MagicVisionSystem : CP14SharedMagicVisionSystem
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QueueDel(uid);
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}
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}
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private void OnApplied(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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_eye.RefreshVisibilityMask(args.Target);
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}
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private void OnRemoved(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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_eye.RefreshVisibilityMask(args.Target);
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}
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}
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@@ -0,0 +1,38 @@
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using Content.Shared._CP14.StatusEffect;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Timing;
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namespace Content.Server._CP14.StatusEffect;
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public sealed partial class CP14EntityEffectsStatusEffectSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly EntityManager _entityManager = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<CP14EntityEffectsStatusEffectComponent, StatusEffectComponent>();
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while (query.MoveNext(out var ent, out var entityEffect, out var statusEffect))
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{
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if (entityEffect.NextUpdateTime > _timing.CurTime)
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continue;
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if (statusEffect.AppliedTo is not EntityUid targetUid)
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continue;
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entityEffect.NextUpdateTime = _timing.CurTime + entityEffect.Frequency;
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foreach (var effect in entityEffect.Effects)
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{
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//Apply Effect on target
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effect.Effect(new(targetUid, _entityManager));
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}
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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}
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}
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@@ -0,0 +1,29 @@
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using Content.Shared.EntityEffects;
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namespace Content.Server._CP14.StatusEffect;
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/// <summary>
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/// Applies Entity Effects at a given frequency
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/// </summary>
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[RegisterComponent, AutoGenerateComponentState, Access(typeof(CP14EntityEffectsStatusEffectSystem))]
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public sealed partial class CP14EntityEffectsStatusEffectComponent : Component
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{
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/// <summary>
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/// List of Effects that will be applied
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/// </summary>
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[DataField]
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public List<EntityEffect> Effects = [];
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/// <summary>
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/// How often objects will try to apply <see cref="Effects"/>. In Seconds.
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/// </summary>
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[DataField]
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public TimeSpan Frequency = TimeSpan.FromSeconds(5);
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/// <summary>
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/// The time of the next Effect trigger
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/// </summary>
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[DataField]
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public TimeSpan NextUpdateTime { get; set; } = TimeSpan.Zero;
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}
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@@ -7,6 +7,7 @@ using Content.Shared.Speech;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.Player;
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using Content.Shared.Mobs;
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namespace Content.Shared.StatusEffectNew;
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@@ -16,6 +17,8 @@ public sealed partial class StatusEffectsSystem
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{
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//CP14 Zone
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SubscribeLocalEvent<StatusEffectContainerComponent, DamageModifyEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, GetVisMaskEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, MobStateChangedEvent>(RefRelayStatusEffectEvent);
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//CP14 Zone end
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
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@@ -0,0 +1,24 @@
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.MagicSpell.Spells;
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public sealed partial class CP14SpellToggleStatusEffect : CP14SpellEffect
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{
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[DataField(required: true)]
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public EntProtoId StatusEffect = default;
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public override void Effect(EntityManager entManager, CP14SpellEffectBaseArgs args)
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{
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if (args.Target is null)
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return;
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var effectSys = entManager.System<StatusEffectsSystem>();
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if (!effectSys.HasStatusEffect(args.Target.Value, StatusEffect))
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effectSys.TrySetStatusEffectDuration(args.Target.Value, StatusEffect);
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else
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effectSys.TryRemoveStatusEffect(args.Target.Value, StatusEffect);
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}
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}
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@@ -4,6 +4,7 @@ using Content.Shared._CP14.AuraDNA;
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using Content.Shared._CP14.MagicVision.Components;
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using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Mobs;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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@@ -27,6 +28,15 @@ public abstract class CP14SharedMagicVisionSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<CP14MagicVisionMarkerComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<MobStateChangedEvent>>(OnMobStateChange);
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}
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private void OnMobStateChange(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<MobStateChangedEvent> args)
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{
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if (args.Args.NewMobState == MobState.Alive) return;
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//Removes MagicVisionStatusEffect entity when MobState is Crit,Dead or Invalid
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TryQueueDel(ent);
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}
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protected virtual void OnExamined(Entity<CP14MagicVisionMarkerComponent> ent, ref ExaminedEvent args)
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@@ -148,7 +158,3 @@ public abstract class CP14SharedMagicVisionSystem : EntitySystem
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Dirty(ent, markerComp);
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}
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}
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public sealed partial class CP14MagicVisionToggleActionEvent : InstantActionEvent
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{
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}
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@@ -1,11 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared._CP14.MagicVision;
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/// <summary>
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/// Allows to see magic vision trace entities
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class CP14MagicVisionComponent : Component
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{
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}
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@@ -0,0 +1,17 @@
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using Content.Shared.Eye;
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using Robust.Shared.GameStates;
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namespace Content.Shared._CP14.MagicVision;
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/// <summary>
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/// Allows to see magic vision trace entities
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/// Use only in conjunction with <see cref="StatusEffectComponent"/>, on the status effect entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class CP14MagicVisionStatusEffectComponent : Component
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{
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/// <summary>
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/// VisionMask to see Magic Vision layer
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/// </summary>
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public const VisibilityFlags VisibilityMask = VisibilityFlags.CP14MagicVision;
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}
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@@ -5,16 +5,20 @@
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description: You focus on magical flows to track recent events and scan the aura imprints of other living beings.
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components:
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- type: Action
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useDelay: 5
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useDelay: 0.5
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itemIconStyle: BigAction
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checkCanInteract: false
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checkConsciousness: true
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sound: !type:SoundPathSpecifier
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path: /Audio/Magic/rumble.ogg
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icon:
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sprite: _CP14/Actions/Spells/meta.rsi
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state: magic_vision
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- type: InstantAction
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event: !type:CP14MagicVisionToggleActionEvent
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event: !type:CP14InstantModularEffectEvent
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effects:
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- !type:CP14SpellToggleStatusEffect
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statusEffect: CP14MetaMagicVisionSpellStatusEffect
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- type: entity
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id: CP14ManaVisionPointer
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@@ -0,0 +1,18 @@
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- type: entity
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id: CP14MagicVisionStatusEffect
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parent: MobStatusEffectBase
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name: Magical vision
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components:
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- type: StatusEffect
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- type: CP14MagicVisionStatusEffect
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- type: entity
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id: CP14MetaMagicVisionSpellStatusEffect
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parent: CP14MagicVisionStatusEffect
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name: Magical vision spell
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components:
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- type: CP14EntityEffectsStatusEffect
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effects:
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- !type:CP14ManaChange
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manaDelta: -5
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safe: false
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