Spray Nozzle & Backpack Water Tank (#16133)
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@@ -0,0 +1,26 @@
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using Content.Shared.Inventory;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// This is used for relaying ammo events
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/// to an entity in the user's clothing slot.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))]
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public sealed class ClothingSlotAmmoProviderComponent : AmmoProviderComponent
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{
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/// <summary>
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/// The slot that the ammo provider should be located in.
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/// </summary>
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[DataField("targetSlot", required: true)]
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public SlotFlags TargetSlot;
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/// <summary>
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/// A whitelist for determining whether or not an ammo provider is valid.
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/// </summary>
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[DataField("providerWhitelist")]
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public EntityWhitelist? ProviderWhitelist;
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}
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@@ -30,6 +30,13 @@ public partial class GunComponent : Component
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// These values are very small for now until we get a debug overlay and fine tune it
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/// <summary>
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/// A scalar value applied to the vector governing camera recoil.
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/// If 0, there will be no camera recoil.
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/// </summary>
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[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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/// <summary>
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/// Last time the gun fired.
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/// Used for recoil purposes.
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@@ -0,0 +1,42 @@
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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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namespace Content.Shared.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedGunSystem))]
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public sealed partial class SolutionAmmoProviderComponent : Component
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{
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/// <summary>
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/// The solution where reagents are extracted from for the projectile.
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/// </summary>
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[DataField("solutionId", required: true), AutoNetworkedField]
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public string SolutionId = default!;
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/// <summary>
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/// How much reagent it costs to fire once.
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/// </summary>
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[DataField("fireCost"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float FireCost = 10;
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/// <summary>
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/// The amount of shots currently available.
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/// used for network predictions.
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/// </summary>
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[DataField("shots"), ViewVariables, AutoNetworkedField]
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public int Shots;
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/// <summary>
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/// The max amount of shots the gun can fire.
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/// used for network prediction
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/// </summary>
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[DataField("maxShots"), ViewVariables, AutoNetworkedField]
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public int MaxShots;
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/// <summary>
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/// The prototype that's fired by the gun.
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/// </summary>
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[DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string Prototype = default!;
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}
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@@ -0,0 +1,55 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Inventory;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public partial class SharedGunSystem
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{
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[Dependency] private readonly InventorySystem _inventory = default!;
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private void InitializeClothing()
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{
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SubscribeLocalEvent<ClothingSlotAmmoProviderComponent, TakeAmmoEvent>(OnClothingTakeAmmo);
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SubscribeLocalEvent<ClothingSlotAmmoProviderComponent, GetAmmoCountEvent>(OnClothingAmmoCount);
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}
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private void OnClothingTakeAmmo(EntityUid uid, ClothingSlotAmmoProviderComponent component, TakeAmmoEvent args)
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{
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if (!TryGetClothingSlotEntity(uid, component, out var entity))
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return;
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RaiseLocalEvent(entity.Value, args);
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}
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private void OnClothingAmmoCount(EntityUid uid, ClothingSlotAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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if (!TryGetClothingSlotEntity(uid, component, out var entity))
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return;
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RaiseLocalEvent(entity.Value, ref args);
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}
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private bool TryGetClothingSlotEntity(EntityUid uid, ClothingSlotAmmoProviderComponent component, [NotNullWhen(true)] out EntityUid? slotEntity)
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{
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slotEntity = null;
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if (!_container.TryGetContainingContainer(uid, out var container))
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return false;
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var user = container.Owner;
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if (!TryComp<InventoryComponent>(user, out var inventory))
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return false;
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var slots = _inventory.GetSlots(user, inventory);
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foreach (var slot in slots)
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{
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if (slot.SlotFlags != component.TargetSlot)
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continue;
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if (!_inventory.TryGetSlotEntity(user, slot.Name, out var e, inventory))
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continue;
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if (component.ProviderWhitelist != null && !component.ProviderWhitelist.IsValid(e.Value, EntityManager))
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continue;
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slotEntity = e;
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}
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return slotEntity != null;
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}
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}
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@@ -0,0 +1,60 @@
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using Content.Shared.Chemistry.Components;
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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 Robust.Shared.Map;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public partial class SharedGunSystem
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{
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protected virtual void InitializeSolution()
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{
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SubscribeLocalEvent<SolutionAmmoProviderComponent, TakeAmmoEvent>(OnSolutionTakeAmmo);
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SubscribeLocalEvent<SolutionAmmoProviderComponent, GetAmmoCountEvent>(OnSolutionAmmoCount);
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}
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private void OnSolutionTakeAmmo(EntityUid uid, SolutionAmmoProviderComponent component, TakeAmmoEvent args)
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{
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var shots = Math.Min(args.Shots, component.Shots);
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// Don't dirty if it's an empty fire.
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if (shots == 0)
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return;
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for (var i = 0; i < shots; i++)
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{
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args.Ammo.Add(GetSolutionShot(uid, component, args.Coordinates));
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component.Shots--;
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}
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UpdateSolutionShots(uid, component);
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UpdateSolutionAppearance(uid, component);
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}
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private void OnSolutionAmmoCount(EntityUid uid, SolutionAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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args.Count = component.Shots;
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args.Capacity = component.MaxShots;
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}
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protected virtual void UpdateSolutionShots(EntityUid uid, SolutionAmmoProviderComponent component, Solution? solution = null)
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{
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}
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protected virtual (EntityUid Entity, IShootable) GetSolutionShot(EntityUid uid, SolutionAmmoProviderComponent component, EntityCoordinates position)
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{
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var ent = Spawn(component.Prototype, position);
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return (ent, EnsureComp<AmmoComponent>(ent));
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}
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protected void UpdateSolutionAppearance(EntityUid uid, SolutionAmmoProviderComponent component)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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Appearance.SetData(uid, AmmoVisuals.HasAmmo, component.Shots != 0, appearance);
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Appearance.SetData(uid, AmmoVisuals.AmmoCount, component.Shots, appearance);
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Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.MaxShots, appearance);
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}
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}
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@@ -79,7 +79,9 @@ public abstract partial class SharedGunSystem : EntitySystem
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InitializeMagazine();
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InitializeRevolver();
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InitializeBasicEntity();
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InitializeClothing();
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InitializeContainer();
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InitializeSolution();
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// Interactions
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SubscribeLocalEvent<GunComponent, GetVerbsEvent<AlternativeVerb>>(OnAltVerb);
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