C.H.I.M.P handcannon redesign (#19004)
* Added basic alternative fire mode system for the CHIMP * Redesign of the CHIMP handcannon - the CHIMP now has an internal rechargable battery (10 shots at 100% charge) - it has three alternative fire modes, one for each particle type, that its user can easily switch between - syndicate scientists have access to an experimental version which can also fire omega particles (4 TC) - each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well - CHIMP particles now do 10 damage (up from 5) - all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack) * Code revisions * Code revisions - Removed changes to particle damage and damage types - The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one * Code revisions - Added a 2 second DoAfter for applying the upgrade kit * Fixed spelling mistake * Update projectiles.yml Removed commented code * Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Code revisions - Implemented changes requested by EmoGarbage - Removed UpgradeKitComponent in favor of using a construction graph - Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs Textures - Reverted omega particle to being a green color - Epsilon particles are now a cyan color * Added comments * Revisions - Moved BatteryWeaponFireModesComponent from Shared to Server - Restricted access to this component to BatteryWeaponFireModesSystem - Changed the CHIMP upgrade kit to a chip - Updated the localization files to reflect this change * Delete interaction-upgrade-kit-component.ftl This file is no longer needed * Update battery_guns.yml Added new description for the experimental CHIMP * Update battery_guns.yml Updated experimental CHIMP description again... * Fixed issue with ItemComponent --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Content.Server.Weapons.Ranged.Systems;
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namespace Content.Server.Weapons.Ranged.Components;
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/// <summary>
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/// Allows battery weapons to fire different types of projectiles
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/// </summary>
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[RegisterComponent]
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[Access(typeof(BatteryWeaponFireModesSystem))]
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[AutoGenerateComponentState]
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public sealed partial class BatteryWeaponFireModesComponent : Component
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{
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/// <summary>
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/// A list of the different firing modes the weapon can switch between
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/// </summary>
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[DataField("fireModes", required: true)]
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[AutoNetworkedField]
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public List<BatteryWeaponFireMode> FireModes = new();
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/// <summary>
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/// The currently selected firing mode
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/// </summary>
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[DataField("currentFireMode")]
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[AutoNetworkedField]
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public BatteryWeaponFireMode? CurrentFireMode = default!;
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}
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[DataDefinition]
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public sealed class BatteryWeaponFireMode
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{
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/// <summary>
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/// The projectile prototype associated with this firing mode
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/// </summary>
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[DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Prototype = default!;
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/// <summary>
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/// The battery cost to fire the projectile associated with this firing mode
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/// </summary>
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[DataField("fireCost")]
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public float FireCost = 100;
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}
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using Content.Server.Popups;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed class BatteryWeaponFireModesSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
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{
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if (component.FireModes == null || component.FireModes.Count < 2)
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return;
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if (component.CurrentFireMode == null)
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{
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SetFireMode(uid, component, component.FireModes.First());
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}
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if (component.CurrentFireMode?.Prototype == null)
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return;
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if (!_prototypeManager.TryIndex<EntityPrototype>(component.CurrentFireMode.Prototype, out var proto))
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return;
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args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
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}
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private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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if (component.FireModes == null || component.FireModes.Count < 2)
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return;
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if (component.CurrentFireMode == null)
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{
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SetFireMode(uid, component, component.FireModes.First());
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}
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foreach (var fireMode in component.FireModes)
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{
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var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
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var v = new Verb
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{
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Priority = 1,
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Category = VerbCategory.SelectType,
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Text = entProto.Name,
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Disabled = fireMode == component.CurrentFireMode,
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Impact = LogImpact.Low,
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DoContactInteraction = true,
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Act = () =>
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{
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SetFireMode(uid, component, fireMode, args.User);
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}
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};
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args.Verbs.Add(v);
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}
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}
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private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
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{
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if (component.FireModes == null || component.FireModes.Count < 2)
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return;
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CycleFireMode(uid, component, args.User);
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}
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private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
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{
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int index = (component.CurrentFireMode != null) ?
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Math.Max(component.FireModes.IndexOf(component.CurrentFireMode), 0) + 1 : 1;
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BatteryWeaponFireMode? fireMode;
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if (index >= component.FireModes.Count)
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{
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fireMode = component.FireModes.FirstOrDefault();
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}
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else
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{
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fireMode = component.FireModes[index];
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}
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SetFireMode(uid, component, fireMode, user);
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}
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private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, BatteryWeaponFireMode? fireMode, EntityUid? user = null)
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{
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if (fireMode?.Prototype == null)
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return;
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component.CurrentFireMode = fireMode;
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if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
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{
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
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return;
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projectileBatteryAmmoProvider.Prototype = fireMode.Prototype;
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projectileBatteryAmmoProvider.FireCost = fireMode.FireCost;
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if (user != null)
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{
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_popupSystem.PopupEntity(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
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}
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}
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}
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}
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