BatteryWeaponFireModes refactor (#24502)
* BatteryWeaponFireModes refactor Made the code a bit better but still needs integrating into attachments. * murder * Fix serialization * weh * weh
This commit is contained in:
@@ -1,13 +1,14 @@
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.GameStates;
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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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using Robust.Shared.Serialization;
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namespace Content.Server.Weapons.Ranged.Components;
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namespace Content.Shared.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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[RegisterComponent, NetworkedComponent]
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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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@@ -15,30 +16,30 @@ public sealed partial class BatteryWeaponFireModesComponent : Component
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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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[DataField(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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[DataField]
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[AutoNetworkedField]
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public BatteryWeaponFireMode? CurrentFireMode = default!;
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public int CurrentFireMode;
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}
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[DataDefinition]
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial 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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[DataField("proto", required: true)]
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public EntProtoId 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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[DataField]
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public float FireCost = 100;
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}
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@@ -1,19 +1,18 @@
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using Content.Server.Popups;
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using Content.Server.Weapons.Ranged.Components;
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using System.Linq;
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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.Popups;
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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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namespace Content.Shared.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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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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@@ -26,51 +25,47 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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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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if (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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var fireMode = GetMode(component);
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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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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.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 BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component)
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{
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return component.FireModes[component.CurrentFireMode];
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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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if (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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for (var i = 0; i < component.FireModes.Count; i++)
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{
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var fireMode = component.FireModes[i];
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var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
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var index = i;
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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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Disabled = i == 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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SetFireMode(uid, component, index, args.User);
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}
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};
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@@ -80,7 +75,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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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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if (component.FireModes.Count < 2)
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return;
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CycleFireMode(uid, component, args.User);
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@@ -88,30 +83,18 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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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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if (component.FireModes.Count < 2)
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return;
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component.CurrentFireMode = fireMode;
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var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
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SetFireMode(uid, component, index, user);
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}
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private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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{
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var fireMode = component.FireModes[index];
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component.CurrentFireMode = index;
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Dirty(uid, component);
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if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
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{
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@@ -123,7 +106,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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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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_popupSystem.PopupClient(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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@@ -69,7 +69,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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private const float EjectOffset = 0.4f;
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protected const string AmmoExamineColor = "yellow";
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protected const string FireRateExamineColor = "yellow";
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protected const string ModeExamineColor = "cyan";
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public const string ModeExamineColor = "cyan";
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public override void Initialize()
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{
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