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:
metalgearsloth
2024-01-29 11:09:56 +11:00
committed by GitHub
parent 4e8b1fb0d3
commit 58b55ba06c
3 changed files with 43 additions and 59 deletions

View File

@@ -1,13 +1,14 @@
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Content.Server.Weapons.Ranged.Systems;
using Robust.Shared.Serialization;
namespace Content.Server.Weapons.Ranged.Components;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// Allows battery weapons to fire different types of projectiles
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
[Access(typeof(BatteryWeaponFireModesSystem))]
[AutoGenerateComponentState]
public sealed partial class BatteryWeaponFireModesComponent : Component
@@ -15,30 +16,30 @@ public sealed partial class BatteryWeaponFireModesComponent : Component
/// <summary>
/// A list of the different firing modes the weapon can switch between
/// </summary>
[DataField("fireModes", required: true)]
[DataField(required: true)]
[AutoNetworkedField]
public List<BatteryWeaponFireMode> FireModes = new();
/// <summary>
/// The currently selected firing mode
/// </summary>
[DataField("currentFireMode")]
[DataField]
[AutoNetworkedField]
public BatteryWeaponFireMode? CurrentFireMode = default!;
public int CurrentFireMode;
}
[DataDefinition]
[DataDefinition, Serializable, NetSerializable]
public sealed partial class BatteryWeaponFireMode
{
/// <summary>
/// The projectile prototype associated with this firing mode
/// </summary>
[DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Prototype = default!;
[DataField("proto", required: true)]
public EntProtoId Prototype = default!;
/// <summary>
/// The battery cost to fire the projectile associated with this firing mode
/// </summary>
[DataField("fireCost")]
[DataField]
public float FireCost = 100;
}

View File

@@ -1,19 +1,18 @@
using Content.Server.Popups;
using Content.Server.Weapons.Ranged.Components;
using System.Linq;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Server.Weapons.Ranged.Systems;
namespace Content.Shared.Weapons.Ranged.Systems;
public sealed class BatteryWeaponFireModesSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
@@ -26,51 +25,47 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
{
if (component.FireModes == null || component.FireModes.Count < 2)
if (component.FireModes.Count < 2)
return;
if (component.CurrentFireMode == null)
{
SetFireMode(uid, component, component.FireModes.First());
}
var fireMode = GetMode(component);
if (component.CurrentFireMode?.Prototype == null)
return;
if (!_prototypeManager.TryIndex<EntityPrototype>(component.CurrentFireMode.Prototype, out var proto))
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var proto))
return;
args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
}
private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component)
{
return component.FireModes[component.CurrentFireMode];
}
private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (component.FireModes == null || component.FireModes.Count < 2)
if (component.FireModes.Count < 2)
return;
if (component.CurrentFireMode == null)
{
SetFireMode(uid, component, component.FireModes.First());
}
foreach (var fireMode in component.FireModes)
for (var i = 0; i < component.FireModes.Count; i++)
{
var fireMode = component.FireModes[i];
var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
var index = i;
var v = new Verb
{
Priority = 1,
Category = VerbCategory.SelectType,
Text = entProto.Name,
Disabled = fireMode == component.CurrentFireMode,
Disabled = i == component.CurrentFireMode,
Impact = LogImpact.Low,
DoContactInteraction = true,
Act = () =>
{
SetFireMode(uid, component, fireMode, args.User);
SetFireMode(uid, component, index, args.User);
}
};
@@ -80,7 +75,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
{
if (component.FireModes == null || component.FireModes.Count < 2)
if (component.FireModes.Count < 2)
return;
CycleFireMode(uid, component, args.User);
@@ -88,30 +83,18 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
{
int index = (component.CurrentFireMode != null) ?
Math.Max(component.FireModes.IndexOf(component.CurrentFireMode), 0) + 1 : 1;
BatteryWeaponFireMode? fireMode;
if (index >= component.FireModes.Count)
{
fireMode = component.FireModes.FirstOrDefault();
}
else
{
fireMode = component.FireModes[index];
}
SetFireMode(uid, component, fireMode, user);
}
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, BatteryWeaponFireMode? fireMode, EntityUid? user = null)
{
if (fireMode?.Prototype == null)
if (component.FireModes.Count < 2)
return;
component.CurrentFireMode = fireMode;
var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
SetFireMode(uid, component, index, user);
}
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
{
var fireMode = component.FireModes[index];
component.CurrentFireMode = index;
Dirty(uid, component);
if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
{
@@ -123,7 +106,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
if (user != null)
{
_popupSystem.PopupEntity(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
}
}
}

View File

@@ -69,7 +69,7 @@ public abstract partial class SharedGunSystem : EntitySystem
private const float EjectOffset = 0.4f;
protected const string AmmoExamineColor = "yellow";
protected const string FireRateExamineColor = "yellow";
protected const string ModeExamineColor = "cyan";
public const string ModeExamineColor = "cyan";
public override void Initialize()
{