add: module components

This commit is contained in:
CaYpeN1
2024-03-22 13:06:36 +05:00
parent 731eb640bc
commit 2b8d88d707
7 changed files with 92 additions and 85 deletions

View File

@@ -1,4 +1,5 @@
using Content.Client._White.WeaponsModules;
using System.Linq;
using Content.Client._White.WeaponsModules;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Server.GameObjects;
@@ -11,7 +12,7 @@ public sealed class WeaponModulesSystem : EntitySystem
{
protected const string ModulesSlot = "gun_modules";
[Dependency] private readonly PointLightSystem _lightSystem = default!;
[Dependency] private readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
SoundSpecifier? oldSoundGunshot;
@@ -30,15 +31,17 @@ public sealed class WeaponModulesSystem : EntitySystem
if (ModulesSlot != args.Container.ID)
return;
string module = Prototype(args.Entity)!.ID;
EntityUid module = args.Entity;
EntityUid weapon = args.Container.Owner;
TryComp<GunComponent>(weapon, out var gunComp);
oldSoundGunshot = gunComp!.SoundGunshot;
oldFireRate = gunComp.FireRate;
if (TryComp<GunComponent>(weapon, out var gunComp))
{
oldSoundGunshot = gunComp.SoundGunshot;
oldFireRate = gunComp.FireRate;
}
insertModules(module, comp);
moduleEffect(module, weapon);
InsertModules(module, comp);
ModuleEffect(module, weapon);
}
private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
@@ -46,141 +49,94 @@ public sealed class WeaponModulesSystem : EntitySystem
if (ModulesSlot != args.Container.ID)
return;
string module = Prototype(args.Entity)!.ID;
EntityUid module = args.Entity;
EntityUid weapon = args.Container.Owner;
removeModules(module, comp);
removeModuleEffect(module, weapon);
RemoveModules(module, comp);
RemoveModuleEffect(module, weapon);
}
private void insertModules(string module, WeaponModulesComponent comp)
private void InsertModules(EntityUid module, WeaponModulesComponent comp)
{
if(!comp.Modules.Contains(module))
comp.Modules.Add(module);
}
private void ModuleEffect(EntityUid module, EntityUid weapon)
{
if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
switch (module)
{
case "LightModule":
if(comp.Modules.Contains("LightModule")) break;
comp.Modules.Add("LightModule");
break;
case "LaserModule":
if(comp.Modules.Contains("LaserModule")) break;
comp.Modules.Add("LaserModule");
break;
case "FlameHiderModule":
if(comp.Modules.Contains("FlameHiderModule")) break;
comp.Modules.Add("FlameHiderModule");
break;
case "SilencerModule":
if(comp.Modules.Contains("SilencerModule")) break;
comp.Modules.Add("SilencerModule");
break;
case "AcceleratorModule":
if(comp.Modules.Contains("AcceleratorModule")) break;
comp.Modules.Add("AcceleratorModule");
break;
}
}
private void moduleEffect(string module, EntityUid weapon)
{
TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
switch (module)
{
case "LightModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
_lightSystem.EnsureLight(weapon);
_lightSystem.TryGetLight(weapon, out var light);
Appearance.SetData(weapon, Modules.Light, "none", appearanceComponent);
_appearanceSystem.SetData(weapon, Modules.Light, "none", appearanceComponent);
_lightSystem.SetRadius(weapon, 4F, light);
_lightSystem.SetEnabled(weapon, true, light);
break;
case "LaserModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
_gunSystem.setProjectileSpeed(weapon, 35.5F);
break;
case "FlameHiderModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
_gunSystem.setUseEffect(weapon, true);
break;
case "SilencerModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
_gunSystem.setUseEffect(weapon, true);
_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
break;
case "AcceleratorModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
_gunSystem.setFireRate(weapon, 7.5F);
break;
}
}
private void removeModules(string module, WeaponModulesComponent comp)
private void RemoveModules(EntityUid module, WeaponModulesComponent comp)
{
switch (module)
{
case "LightModule":
comp.Modules.Remove("LightModule");
break;
case "LaserModule":
comp.Modules.Remove("LaserModule");
break;
case "FlameHiderModule":
comp.Modules.Remove("FlameHiderModule");
break;
case "SilencerModule":
comp.Modules.Remove("SilencerModule");
break;
case "AcceleratorModule":
comp.Modules.Remove("AcceleratorModule");
break;
}
if(comp.Modules.Contains(module))
comp.Modules.Remove(module);
}
private void removeModuleEffect(string module, EntityUid weapon)
private void RemoveModuleEffect(EntityUid module, EntityUid weapon)
{
TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
switch (module)
{
case "LightModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_lightSystem.TryGetLight(weapon, out var light);
_lightSystem.SetEnabled(weapon, false, light);
break;
case "LaserModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
if (!HasComp<GunComponent>(weapon))
break;
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_gunSystem.setProjectileSpeed(weapon, 25F);
break;
case "FlameHiderModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_gunSystem.setUseEffect(weapon, false);
break;
case "SilencerModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_gunSystem.setUseEffect(weapon, false);
_gunSystem.setSound(weapon, oldSoundGunshot!);
break;
case "AcceleratorModule":
Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
_gunSystem.setFireRate(weapon, oldFireRate);
break;
}