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

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@@ -0,0 +1,10 @@
namespace Content.Server._White.WeaponModules;
/// <summary>
/// This is used for...
/// </summary>
[RegisterComponent]
public sealed partial class AcceleratorModuleComponent : Component
{
}

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@@ -0,0 +1,10 @@
namespace Content.Server._White.WeaponModules;
/// <summary>
/// This is used for...
/// </summary>
[RegisterComponent]
public sealed partial class FlameHiderModuleComponent : Component
{
}

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@@ -0,0 +1,10 @@
namespace Content.Server._White.WeaponModules;
/// <summary>
/// This is used for...
/// </summary>
[RegisterComponent]
public sealed partial class LaserModuleComponent : Component
{
}

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@@ -1,11 +1,11 @@
namespace Content.Server._White.WeaponModules; namespace Content.Server._White.WeaponModules;
/// <summary> /// <summary>
/// This is used for... /// LightModuleComponent
/// </summary> /// </summary>
[RegisterComponent] [RegisterComponent]
public sealed partial class WeaponModulesComponent : Component public sealed partial class LightModuleComponent : WeaponModulesComponent
{ {
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public List<string?> Modules = new(); public bool Enabled;
} }

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@@ -0,0 +1,10 @@
namespace Content.Server._White.WeaponModules;
/// <summary>
/// This is used for...
/// </summary>
[RegisterComponent]
public sealed partial class SilencerModuleComponent : Component
{
}

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@@ -0,0 +1,11 @@
namespace Content.Server._White.WeaponModules;
/// <summary>
/// Base Module Component
/// </summary>
[RegisterComponent]
public partial class WeaponModulesComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField]
public List<EntityUid> Modules = new();
}

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