(Re)Adds open bolt animations for gun sprites (#17219)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,5 +1,7 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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@@ -14,21 +16,244 @@ public abstract partial class SharedGunSystem
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protected virtual void InitializeChamberMagazine()
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{
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ComponentStartup>(OnChamberStartup);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetAmmoCountEvent>(OnChamberAmmoCount);
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/*
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* Open and close bolts are separate verbs.
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* Racking does both in one hit and has a different sound (to avoid RSI + sounds cooler).
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*/
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<Verb>>(OnChamberVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<ActivationVerb>>(OnChamberActivationVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<InteractionVerb>>(OnChamberInteractionVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnChamberActivate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnChamberUse);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnMagazineUse);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
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}
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private void OnChamberStartup(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ComponentStartup args)
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{
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// Appearance data doesn't get serialized and want to make sure this is correct on spawn (regardless of MapInit) so.
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if (component.BoltClosed != null)
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{
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, component.BoltClosed.Value);
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}
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}
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private void OnChamberVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<Verb> args)
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{
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if (component.BoltClosed != null)
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{
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args.Verbs.Add(new Verb()
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{
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Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
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Act = () => ToggleBolt(uid, component, args.User),
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});
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}
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}
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private void OnChamberActivate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || component.BoltClosed == null)
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return;
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args.Handled = true;
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ToggleBolt(uid, component, args.User);
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}
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private void OnChamberUse(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UseInHandEvent args)
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{
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if (args.Handled || component.BoltClosed == null)
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return;
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args.Handled = true;
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UseChambered(uid, component, args.User);
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}
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private void OnChamberActivationVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
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return;
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args.Verbs.Add(new ActivationVerb()
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{
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Text = Loc.GetString("gun-chamber-rack"),
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Act = () =>
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{
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UseChambered(uid, component, args.User);
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}
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});
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}
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private void UseChambered(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == null || !component.BoltClosed.Value)
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return;
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if (TryTakeChamberEntity(uid, out var chamberEnt))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chamberEnt.Value);
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}
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else
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{
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// Similar to below just due to prediction.
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TransformSystem.DetachParentToNull(chamberEnt.Value, Transform(chamberEnt.Value));
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}
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}
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CycleCartridge(uid, component, user);
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if (component.BoltClosed.Value)
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{
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Audio.PlayPredicted(component.RackSound, uid, user);
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}
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}
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private void OnChamberInteractionVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
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return;
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args.Verbs.Add(new InteractionVerb()
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{
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Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
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Act = () =>
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{
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// Just toggling might be more user friendly instead of trying to set to whatever they think?
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ToggleBolt(uid, component, args.User);
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}
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});
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}
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public void SetBoltClosed(EntityUid uid, ChamberMagazineAmmoProviderComponent component, bool value, EntityUid? user = null, AppearanceComponent? appearance = null, ItemSlotsComponent? slots = null)
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{
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if (component.BoltClosed == null || value == component.BoltClosed)
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return;
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Resolve(uid, ref appearance, ref slots, false);
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, value, appearance);
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if (value)
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{
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CycleCartridge(uid, component, user, appearance);
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-closed"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, true, slots);
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}
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Audio.PlayPredicted(component.BoltClosedSound, uid, user);
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}
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else
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{
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if (TryTakeChamberEntity(uid, out var chambered))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chambered.Value);
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}
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else
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{
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// Prediction moment
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// The problem is client will dump the cartridge on the ground and the new server state
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// won't correspond due to randomness so looks weird
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// but we also need to always take it from the chamber or else ammocount won't be correct.
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TransformSystem.DetachParentToNull(chambered.Value, Transform(chambered.Value));
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}
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UpdateAmmoCount(uid);
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}
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-opened"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, false, slots);
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}
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Audio.PlayPredicted(component.BoltOpenedSound, uid, user);
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}
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component.BoltClosed = value;
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Dirty(uid, component);
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}
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/// <summary>
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/// Tries to take ammo from the magazine and insert into the chamber.
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/// </summary>
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private void CycleCartridge(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null, AppearanceComponent? appearance = null)
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{
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// Try to put a new round in if possible.
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var magEnt = GetMagazineEntity(uid);
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// Similar to what takeammo does though that uses an optimised version where
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// multiple bullets may be fired in a single tick.
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if (magEnt != null)
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{
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var relayedArgs = new TakeAmmoEvent(1,
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new List<(EntityUid? Entity, IShootable Shootable)>(),
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Transform(uid).Coordinates,
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user);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[0].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, user, appearance);
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UpdateAmmoCount(uid);
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// Clientside reconciliation things
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if (_netManager.IsClient)
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{
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foreach (var (ent, _) in relayedArgs.Ammo)
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{
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Del(ent!.Value);
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}
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}
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}
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else
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{
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UpdateAmmoCount(uid);
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}
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}
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}
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public void ToggleBolt(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == null)
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return;
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SetBoltClosed(uid, component, !component.BoltClosed.Value, user);
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}
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private void OnChamberMagazineExamine(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var (count, _) = GetChamberMagazineCountCapacity(uid, component);
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if (component.BoltClosed != null)
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{
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args.PushMarkup(Loc.GetString("gun-chamber-bolt", ("bolt", component.BoltClosed), ("color", component.BoltClosed.Value ? Color.FromHex("#94e1f2") : Color.FromHex("#f29d94"))));
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}
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
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}
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@@ -88,52 +313,80 @@ public abstract partial class SharedGunSystem
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private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
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{
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if (component.BoltClosed == false)
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{
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args.Reason = Loc.GetString("gun-chamber-bolt-ammo");
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return;
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}
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// So chamber logic is kinda sussier than the others
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// Essentially we want to treat the chamber as a potentially free slot and then the mag as the remaining slots
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// i.e. if we shoot 3 times, then we use the chamber once (regardless if it's empty or not) and 2 from the mag
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// We move the n + 1 shot into the chamber as we essentially treat it like a stack.
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TryComp<AppearanceComponent>(uid, out var appearance);
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if (TryTakeChamberEntity(uid, out var chamberEnt))
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EntityUid? chamberEnt;
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// Normal behaviour for guns.
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if (component.AutoCycle)
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{
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if (TryTakeChamberEntity(uid, out chamberEnt))
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{
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args.Ammo.Add((chamberEnt.Value, EnsureComp<AmmoComponent>(chamberEnt.Value)));
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}
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// No ammo returned.
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else
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{
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return;
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}
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var magEnt = GetMagazineEntity(uid);
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// Pass an event to the magazine to get more (to refill chamber or for shooting).
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if (magEnt != null)
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{
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// We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
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var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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// Put in the nth slot back into the chamber
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// Rest of the ammo gets shot
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[^1].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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}
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// Anything above the chamber-refill amount gets fired.
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for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
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{
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args.Ammo.Add(relayedArgs.Ammo[i]);
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}
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// If no more ammo then open bolt.
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if (relayedArgs.Ammo.Count == 0)
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{
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SetBoltClosed(uid, component, false, user: args.User, appearance: appearance);
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}
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}
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else
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{
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Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
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return;
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}
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, args.User, appearance);
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}
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// If gun doesn't autocycle (e.g. bolt-action weapons) then we leave the chambered entity in there but still return it.
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else if (Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
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container is ContainerSlot { ContainedEntity: not null } slot)
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{
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// Shooting code won't eject it if it's still contained.
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chamberEnt = slot.ContainedEntity;
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args.Ammo.Add((chamberEnt.Value, EnsureComp<AmmoComponent>(chamberEnt.Value)));
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}
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var magEnt = GetMagazineEntity(uid);
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// Pass an event to the magazine to get more (to refill chamber or for shooting).
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if (magEnt != null)
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{
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// We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
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var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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// Put in the nth slot back into the chamber
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// Rest of the ammo gets shot
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[^1].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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}
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// Anything above the chamber-refill amount gets fired.
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for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
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{
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args.Ammo.Add(relayedArgs.Ammo[i]);
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}
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}
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else
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{
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Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
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return;
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}
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var count = chamberEnt != null ? 1 : 0;
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const int capacity = 1;
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, args, count + ammoEv.Count, capacity + ammoEv.Capacity, appearance);
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}
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}
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