add: laser, flamehider and silencer module for rifles

This commit is contained in:
CaYpeN1
2024-03-19 10:08:18 +05:00
parent 50f526f98c
commit 47741932ed
9 changed files with 162 additions and 28 deletions

View File

@@ -1,6 +1,11 @@
using Content.Server.Light.Events;
using System.Numerics;
using Content.Server.Light.Events;
using Content.Server.Lightning;
using Content.Shared.Light;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
namespace Content.Server._White.WeaponModules;
@@ -8,7 +13,11 @@ namespace Content.Server._White.WeaponModules;
public sealed class WeaponModulesSystem : EntitySystem
{
protected const string ModulesSlot = "gun_modules";
[Dependency] private readonly SharedPointLightSystem _lightSystem = default!;
[Dependency] private readonly PointLightSystem _lightSystem = default!;
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
SoundSpecifier? oldSoundGunshot;
public override void Initialize()
{
base.Initialize();
@@ -22,11 +31,14 @@ public sealed class WeaponModulesSystem : EntitySystem
if (ModulesSlot != args.Container.ID)
return;
string weapon = Prototype(args.Entity)!.ID;
EntityUid target = args.Container.Owner;
string module = Prototype(args.Entity)!.ID;
EntityUid weapon = args.Container.Owner;
insertModules(weapon, comp);
moduleEffect(weapon, target);
TryComp<GunComponent>(weapon, out var gunComp);
oldSoundGunshot = gunComp!.SoundGunshot;
insertModules(module, comp);
moduleEffect(module, weapon);
}
private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
@@ -34,11 +46,11 @@ public sealed class WeaponModulesSystem : EntitySystem
if (ModulesSlot != args.Container.ID)
return;
string weapon = Prototype(args.Entity)!.ID;
EntityUid target = args.Container.Owner;
string module = Prototype(args.Entity)!.ID;
EntityUid weapon = args.Container.Owner;
removeModules(weapon, comp);
removeModuleEffect(weapon, target);
removeModules(module, comp);
removeModuleEffect(module, weapon);
}
private void insertModules(string module, WeaponModulesComponent comp)
@@ -49,23 +61,52 @@ public sealed class WeaponModulesSystem : EntitySystem
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;
}
}
private void moduleEffect(string module, EntityUid target)
private void moduleEffect(string module, EntityUid weapon)
{
switch (module)
{
case "LightModule":
if (HasComp<PointLightComponent>(target))
{
_lightSystem.SetEnabled(target, true);
break;
}
case "LightModule" when HasComp<PointLightComponent>(weapon):
{
_lightSystem.SetEnabled(weapon, true);
break;
}
_lightSystem.TryGetLight(target, out var light);
_lightSystem.EnsureLight(target);
_lightSystem.SetRadius(target, 2F, light);
case "LightModule":
_lightSystem.TryGetLight(weapon, out var light);
_lightSystem.EnsureLight(weapon).Offset = new Vector2(0, -1);
_lightSystem.SetRadius(weapon, 2F, light);
break;
case "LaserModule":
_gunSystem.setProjectileSpeed(weapon, 40F);
break;
case "FlameHiderModule":
_gunSystem.setUseEffect(weapon, true);
break;
case "SilencerModule":
_gunSystem.setUseEffect(weapon, true);
_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
break;
}
}
@@ -77,19 +118,46 @@ public sealed class WeaponModulesSystem : EntitySystem
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;
}
}
private void removeModuleEffect(string module, EntityUid target)
private void removeModuleEffect(string module, EntityUid weapon)
{
switch (module)
{
case "LightModule":
if(!HasComp<PointLightComponent>(target))
if (!HasComp<PointLightComponent>(weapon))
break;
_lightSystem.TryGetLight(target, out var light);
_lightSystem.SetEnabled(target, false, light);
_lightSystem.TryGetLight(weapon, out var light);
_lightSystem.SetEnabled(weapon, false, light);
break;
case "LaserModule":
if (!HasComp<GunComponent>(weapon))
break;
_gunSystem.setProjectileSpeed(weapon, 25F);
break;
case "FlameHiderModule":
_gunSystem.setUseEffect(weapon, false);
break;
case "SilencerModule":
_gunSystem.setUseEffect(weapon, false);
_gunSystem.setSound(weapon, oldSoundGunshot!);
break;
}
}