* add EntityEffect aability support * delayed actions * renaming * delayed projectile spells * spawn on self + entityEffect on self spells * spawn on point spell * rename * clean up base species components * magic alert * move magic energy to Shared, add manacost to spells * magic recoil * improve magic recoil * verbal aspect * somatic aspect * add simple vfx proto and sprites * add casting VFX * add TODO
94 lines
3.6 KiB
C#
94 lines
3.6 KiB
C#
using Content.Server._CP14.MagicEnergy.Components;
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using Content.Shared._CP14.MagicEnergy;
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using Content.Shared._CP14.MagicEnergy.Components;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Server._CP14.MagicEnergy;
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public sealed partial class CP14MagicEnergySystem : SharedCP14MagicEnergySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PointLightSystem _light = default!;
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[Dependency] private readonly CP14MagicEnergyCrystalSlotSystem _magicSlot = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<CP14MagicEnergyDrawComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<CP14MagicEnergyPointLightControllerComponent, CP14MagicEnergyLevelChangeEvent>(OnEnergyChange);
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SubscribeLocalEvent<CP14MagicEnergyExaminableComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CP14MagicEnergyScannerComponent, CP14MagicEnergyScanEvent>(OnMagicScanAttempt);
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SubscribeLocalEvent<CP14MagicEnergyScannerComponent, InventoryRelayedEvent<CP14MagicEnergyScanEvent>>((e, c, ev) => OnMagicScanAttempt(e, c, ev.Args));
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}
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private void OnEnergyChange(Entity<CP14MagicEnergyPointLightControllerComponent> ent, ref CP14MagicEnergyLevelChangeEvent args)
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{
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if (!TryComp<PointLightComponent>(ent, out var light))
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return;
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var lightEnergy = MathHelper.Lerp(ent.Comp.MinEnergy, ent.Comp.MaxEnergy, (float)(args.NewValue / args.MaxValue));
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_light.SetEnergy(ent, lightEnergy, light);
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}
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private void OnMapInit(Entity<CP14MagicEnergyDrawComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(ent.Comp.Delay);
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}
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private void OnMagicScanAttempt(EntityUid uid, CP14MagicEnergyScannerComponent component, CP14MagicEnergyScanEvent args)
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{
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args.CanScan = true;
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}
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private void OnExamined(Entity<CP14MagicEnergyExaminableComponent> ent, ref ExaminedEvent args)
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{
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if (!TryComp<CP14MagicEnergyContainerComponent>(ent, out var magicContainer))
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return;
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var scanEvent = new CP14MagicEnergyScanEvent();
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RaiseLocalEvent(args.Examiner, scanEvent);
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if (!scanEvent.CanScan)
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return;
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args.PushMarkup(GetEnergyExaminedText(ent, magicContainer));
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}
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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<CP14MagicEnergyDrawComponent, CP14MagicEnergyContainerComponent>();
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while (query.MoveNext(out var uid, out var draw, out var magicContainer))
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{
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if (draw.NextUpdateTime >= _gameTiming.CurTime)
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continue;
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draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
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ChangeEnergy(uid, magicContainer, draw.Energy, safe: draw.Safe);
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}
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var query2 = EntityQueryEnumerator<CP14MagicEnergyDrawComponent, CP14MagicEnergyCrystalSlotComponent>();
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while (query2.MoveNext(out var uid, out var draw, out var slot))
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{
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if (!draw.Enable)
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continue;
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if (draw.NextUpdateTime >= _gameTiming.CurTime)
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continue;
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draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
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if (!_magicSlot.TryGetEnergyCrystalFromSlot(uid, out var energyEnt, out var energyComp))
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continue;
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ChangeEnergy(energyEnt.Value, energyComp, draw.Energy, draw.Safe);
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}
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}
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}
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