Revolver fixes (#12697)

This commit is contained in:
metalgearsloth
2022-12-07 10:38:10 +11:00
committed by GitHub
parent 94240c41ec
commit b4688bc682
15 changed files with 133 additions and 194 deletions

View File

@@ -78,85 +78,92 @@ public partial class SharedGunSystem
if (component.Whitelist?.IsValid(uid, EntityManager) == false)
return false;
if (EntityManager.HasComponent<BallisticAmmoProviderComponent>(uid)) // Checks if the thing that's being used to reload the revolver is a quickloader
// If it's a speedloader try to get ammo from it.
if (EntityManager.HasComponent<SpeedLoaderComponent>(uid))
{
var ammoComp = EntityManager.GetComponent<BallisticAmmoProviderComponent>(uid);
if (ammoComp.UnspawnedCount + ammoComp.Entities.Count == 0) // Checks if there's no ammo left in the speedloader
{
Popup(Loc.GetString("gun-speedloader-empty"), component.Owner, user); // Tell the user that the speedloader is empty
return false; // Don't try to insert anything into the revolver.
}
var loadedBullet = false; // Used later
var freeSlots = 0;
for (var i = 0; i < component.Capacity; i++)
{
if (ammoComp.UnspawnedCount + ammoComp.Entities.Count == 0) // Checks if there's any ammo left in the speedloader in the loop
continue; // The loop doesn't continue, this is a fucking lie! I HATE C#!!!
if (component.AmmoSlots[i] != null || component.Chambers[i] != null)
continue;
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
loadedBullet = true; // Used later
var xform = EntityManager.GetComponent<TransformComponent>(uid);
EntityUid bullet; // empty var that is guarenteed to be filled
if (ammoComp.Container.ContainedEntities.Count == 0) // If the entity doesn't have any spawned bullets
{
ammoComp.UnspawnedCount -= 1;
bullet = Spawn(ammoComp.FillProto, xform.MapPosition); // Spawn it in
}
else
{
bullet = ammoComp.Container.ContainedEntities.FirstOrNull()!.Value;
ammoComp.Entities.Remove(bullet); // Remove the bullet from the container, ensures no bugs happen with the quickloader.
}
// Loads the bullet into the chamber of the revolver
component.AmmoSlots[index] = bullet;
component.AmmoContainer.Insert(bullet);
UpdateBallisticAppearance(ammoComp);
UpdateRevolverAppearance(component);
UpdateAmmoCount(bullet);
Dirty(component);
freeSlots++;
}
if (!loadedBullet) // Used now, if true, do funny sound + do popup, otherwise do popup to say that the revolver is full
if (freeSlots == 0)
{
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
}
else
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(uid);
var ammo = new List<IShootable>(freeSlots);
var ev = new TakeAmmoEvent(freeSlots, ammo, xform.Coordinates, user);
RaiseLocalEvent(uid, ev);
if (ev.Ammo.Count == 0)
{
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
return true;
Popup(Loc.GetString("gun-speedloader-empty"), component.Owner, user);
return false;
}
}
else
{
for (var i = 0; i < component.Capacity; i++)
for (var i = Math.Min(ev.Ammo.Count - 1, component.Capacity - 1); i >= 0; i--)
{
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
component.Chambers[index] != null)
{
continue;
}
component.AmmoSlots[index] = uid;
component.AmmoContainer.Insert(uid);
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
UpdateRevolverAppearance(component);
UpdateAmmoCount(uid);
Dirty(component);
return true;
var ent = ev.Ammo.Last();
ev.Ammo.RemoveAt(ev.Ammo.Count - 1);
if (ent is not AmmoComponent ammoComp)
{
Sawmill.Error($"Tried to load hitscan into a revolver which is unsupported");
continue;
}
component.AmmoSlots[index] = ammoComp.Owner;
component.AmmoContainer.Insert(ammoComp.Owner, EntityManager);
if (ev.Ammo.Count == 0)
break;
}
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
DebugTools.Assert(ammo.Count == 0);
UpdateRevolverAppearance(component);
UpdateAmmoCount(uid);
Dirty(component);
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
return true;
}
// Try to insert the entity directly.
for (var i = 0; i < component.Capacity; i++)
{
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
component.AmmoSlots[index] = uid;
component.AmmoContainer.Insert(uid);
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
UpdateRevolverAppearance(component);
UpdateAmmoCount(uid);
Dirty(component);
return true;
}
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
}
private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<Verb> args)