Gun refactor (#8301)
Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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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.Verbs;
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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.Containers;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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protected const string ChamberSlot = "gun-chamber";
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protected virtual void InitializeChamberMagazine()
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{
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<Verb>>(OnMagazineVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ItemSlotChangedEvent>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnMagazineActivate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
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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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var (count, _) = GetChamberMagazineCountCapacity(component);
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
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}
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private bool TryTakeChamberEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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entity = null;
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return false;
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}
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entity = slot.ContainedEntity;
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if (entity == null) return false;
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container.Remove(entity.Value);
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return true;
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}
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protected EntityUid? GetChamberEntity(EntityUid uid)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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return null;
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}
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return slot.ContainedEntity;
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}
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protected (int, int) GetChamberMagazineCountCapacity(ChamberMagazineAmmoProviderComponent component)
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{
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var count = GetChamberEntity(component.Owner) != null ? 1 : 0;
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var (magCount, magCapacity) = GetMagazineCountCapacity(component);
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return (count + magCount, magCapacity);
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}
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private bool TryInsertChamber(EntityUid uid, EntityUid ammo)
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{
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return Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
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container is ContainerSlot slot &&
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slot.Insert(ammo);
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}
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private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
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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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{
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args.Ammo.Add(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<IShootable>(), args.Coordinates, args.User);
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RaiseLocalEvent(magEnt.Value, relayedArgs, false);
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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 = ((AmmoComponent) relayedArgs.Ammo[^1]).Owner;
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TryInsertChamber(uid, newChamberEnt);
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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(AmmoVisuals.MagLoaded, false);
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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, false);
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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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