Files
OldThink/Content.Server/Weapons/Ranged/Systems/GunSystem.Battery.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts:
#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
#	Content.Client/DoAfter/DoAfterOverlay.cs
#	Content.Client/Doors/AirlockSystem.cs
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
#	Content.Client/Launcher/LauncherConnectingGui.xaml
#	Content.Client/Launcher/LauncherConnectingGui.xaml.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/MainMenu/UI/MainMenuControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs
#	Content.Client/Options/UI/Tabs/MiscTab.xaml
#	Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
#	Content.Client/Outline/InteractionOutlineSystem.cs
#	Content.Client/Overlays/ShowSecurityIconsSystem.cs
#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
#	Content.Client/Popups/PopupOverlay.cs
#	Content.Client/Popups/PopupSystem.cs
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/BanCommand.cs
#	Content.Server/Administration/Notes/AdminMessageEui.cs
#	Content.Server/Administration/Notes/AdminNotesSystem.cs
#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
#	Content.Server/Database/DatabaseRecords.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Database/ServerDbManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Execution/ExecutionSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
#	Content.Server/GameTicking/GameTicker.Replays.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs
#	Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
#	Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
#	Content.Server/Hands/Systems/HandsSystem.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Info/InfoSystem.cs
#	Content.Server/Kitchen/EntitySystems/SharpSystem.cs
#	Content.Server/Magic/MagicSystem.cs
#	Content.Server/MagicMirror/MagicMirrorSystem.cs
#	Content.Server/Mapping/MappingSystem.cs
#	Content.Server/MassMedia/Systems/NewsSystem.cs
#	Content.Server/Medical/Components/HealthAnalyzerComponent.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
#	Content.Server/Medical/CryoPodSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/StationEvents/EventManagerSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/Strip/StrippableSystem.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
#	Content.Shared/Administration/SharedBwoinkSystem.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
#	Content.Shared/Chat/ChatChannel.cs
#	Content.Shared/Chemistry/Components/InjectorComponent.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Chemistry/SharedReagentDispenser.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs
#	Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Friction/TileFrictionController.cs
#	Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Implants/SharedImplanterSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
#	Content.Shared/Nutrition/Components/OpenableComponent.cs
#	Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	README.md
#	Resources/Audio/Ambience/Antag/pirate_start.ogg
#	Resources/Changelog/Changelog.yml
#	Resources/Credits/GitHub.txt
#	Resources/Locale/en-US/criminal-records/criminal-records.ftl
#	Resources/Locale/en-US/escape-menu/ui/options-menu.ftl
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#	Resources/Maps/Shuttles/cargo_fland.yml
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#	Resources/Maps/origin.yml
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#	Resources/Maps/train.yml
#	Resources/Prototypes/Actions/diona.yml
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#	Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml
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#	Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
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#	Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml
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#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
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#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
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#	Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
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#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/Hydroponics/seeds.yml
#	Resources/Prototypes/Maps/saltern.yml
#	Resources/Prototypes/Reagents/biological.yml
#	Resources/Prototypes/Reagents/fun.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml
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#	Resources/Prototypes/Species/human.yml
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#	Resources/Prototypes/Stacks/Materials/materials.yml
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#	Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
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#	Resources/clientCommandPerms.yml
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2024-03-26 15:52:23 +07:00

146 lines
5.6 KiB
C#

using Content.Server.Power.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Interaction.Events;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Server.Audio;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
[Dependency] private readonly AudioSystem _audio = default!;
protected override void InitializeBattery()
{
base.InitializeBattery();
// Hitscan
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, ComponentStartup>(OnBatteryStartup);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, ChargeChangedEvent>(OnBatteryChargeChange);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, DamageExamineEvent>(OnBatteryDamageExamine);
// Projectile
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, ComponentStartup>(OnBatteryStartup);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, ChargeChangedEvent>(OnBatteryChargeChange);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, DamageExamineEvent>(OnBatteryDamageExamine);
//TwoModeEnergy
SubscribeLocalEvent<TwoModeEnergyAmmoProviderComponent, ComponentStartup>(OnBatteryStartup);
SubscribeLocalEvent<TwoModeEnergyAmmoProviderComponent, ChargeChangedEvent>(OnBatteryChargeChange);
SubscribeLocalEvent<TwoModeEnergyAmmoProviderComponent, DamageExamineEvent>(OnBatteryDamageExamine);
SubscribeLocalEvent<TwoModeEnergyAmmoProviderComponent, UseInHandEvent>(OnBatteryModeChange);
}
private void OnBatteryModeChange(EntityUid uid, TwoModeEnergyAmmoProviderComponent component, UseInHandEvent args)
{
if (!TryComp<GunComponent>(uid, out var gun))
return;
switch (component.CurrentMode)
{
case EnergyModes.Stun:
component.InStun = false;
component.CurrentMode = EnergyModes.Laser;
component.FireCost = component.LaserFireCost;
gun.SoundGunshot = component.LaserSound;
gun.ProjectileSpeed = component.LaserProjectileSpeed;
_audio.PlayPvs(component.ToggleSound, args.User);
break;
case EnergyModes.Laser:
component.InStun = true;
component.CurrentMode = EnergyModes.Stun;
component.FireCost = component.StunFireCost;
gun.SoundGunshot = component.StunSound;
gun.ProjectileSpeed = component.StunProjectileSpeed;
_audio.PlayPvs(component.ToggleSound, args.User);
break;
}
UpdateShots(uid, component);
UpdateTwoModeAppearance(uid, component);
UpdateBatteryAppearance(uid, component);
UpdateAmmoCount(uid);
}
private void OnBatteryStartup(EntityUid uid, BatteryAmmoProviderComponent component, ComponentStartup args)
{
UpdateShots(uid, component);
}
private void OnBatteryChargeChange(
EntityUid uid,
BatteryAmmoProviderComponent component,
ref ChargeChangedEvent args)
{
UpdateShots(uid, component, args.Charge, args.MaxCharge);
}
private void UpdateShots(EntityUid uid, BatteryAmmoProviderComponent component)
{
if (!TryComp<BatteryComponent>(uid, out var battery))
return;
UpdateShots(uid, component, battery.CurrentCharge, battery.MaxCharge);
}
private void UpdateShots(EntityUid uid, BatteryAmmoProviderComponent component, float charge, float maxCharge)
{
var shots = (int) (charge / component.FireCost);
var maxShots = (int) (maxCharge / component.FireCost);
if (component.Shots != shots || component.Capacity != maxShots)
{
Dirty(uid, component);
}
component.Shots = shots;
component.Capacity = maxShots;
UpdateBatteryAppearance(uid, component);
}
private void OnBatteryDamageExamine(
EntityUid uid,
BatteryAmmoProviderComponent component,
ref DamageExamineEvent args)
{
var damageSpec = GetDamage(component);
if (damageSpec == null)
return;
var damageType = component switch
{
HitscanBatteryAmmoProviderComponent => Loc.GetString("damage-hitscan"),
ProjectileBatteryAmmoProviderComponent => Loc.GetString("damage-projectile"),
TwoModeEnergyAmmoProviderComponent twoMode => Loc.GetString(twoMode.CurrentMode == EnergyModes.Stun
? "damage-projectile"
: "damage-hitscan"),
_ => throw new ArgumentOutOfRangeException()
};
_damageExamine.AddDamageExamine(args.Message, damageSpec, damageType);
}
private DamageSpecifier? GetDamage(BatteryAmmoProviderComponent component)
{
return component switch
{
HitscanBatteryAmmoProviderComponent hitscan =>
ProtoManager.Index<HitscanPrototype>(hitscan.Prototype).Damage,
ProjectileBatteryAmmoProviderComponent battery => GetProjectileDamage(battery.Prototype),
TwoModeEnergyAmmoProviderComponent twoMode => GetProjectileDamage(twoMode.CurrentMode == EnergyModes.Laser
? twoMode.LaserPrototype
: twoMode.StunPrototype),
_ => null
};
}
protected override void TakeCharge(EntityUid uid, BatteryAmmoProviderComponent component)
{
// Will raise ChargeChangedEvent
_battery.UseCharge(uid, component.FireCost);
}
}