[Feat] Modules Update (#268)
* add new module slot * update priority * sprites + changes in system * sprites on SMGs + fix examine * sprite fix
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@@ -1,9 +1,7 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared._White.WeaponModules;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Linguini.Syntax.Ast;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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@@ -11,7 +9,11 @@ namespace Content.Server._White.WeaponModules;
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public sealed class WeaponModulesSystem : EntitySystem
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{
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protected const string ModulesSlot = "gun_modules";
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protected static readonly Dictionary<string, Enum> Slots = new()
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{
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{ "handguard_module", ModuleVisualState.HandGuardModule }, { "barrel_module", ModuleVisualState.BarrelModule }
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};
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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@@ -40,7 +42,7 @@ public sealed class WeaponModulesSystem : EntitySystem
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string containerId, [NotNullWhen(true)] out WeaponModulesComponent? weaponModulesComponent)
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{
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if (!TryComp(weapon, out weaponModulesComponent) || !TryComp<AppearanceComponent>(weapon, out var appearanceComponent) ||
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containerId != ModulesSlot)
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!Slots.ContainsKey(containerId))
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{
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weaponModulesComponent = null;
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appearanceComponent = null;
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@@ -49,23 +51,32 @@ public sealed class WeaponModulesSystem : EntitySystem
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if(!weaponModulesComponent.Modules.Contains(module))
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weaponModulesComponent.Modules.Add(module);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, component.AppearanceValue, appearanceComponent);
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if (!Slots.TryGetValue(containerId, out var value))
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return false;
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_appearanceSystem.SetData(weapon, value, component.AppearanceValue, appearanceComponent);
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return true;
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}
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private bool TryEjectModule(EntityUid module, EntityUid weapon, string containerId, [NotNullWhen(true)] out WeaponModulesComponent? weaponModulesComponent)
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{
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if (!TryComp(weapon, out weaponModulesComponent) || !TryComp<AppearanceComponent>(weapon, out var appearanceComponent) || containerId != ModulesSlot)
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if (!TryComp(weapon, out weaponModulesComponent) || !TryComp<AppearanceComponent>(weapon, out var appearanceComponent) || !Slots.ContainsKey(containerId))
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{
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weaponModulesComponent = null;
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appearanceComponent = null;
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return false;
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}
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if(weaponModulesComponent.Modules.Contains(module))
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weaponModulesComponent.Modules.Remove(module);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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if (!Slots.TryGetValue(containerId, out var value))
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return false;
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_appearanceSystem.SetData(weapon, value, "none", appearanceComponent);
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return true;
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}
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