145 lines
5.3 KiB
C#
145 lines
5.3 KiB
C#
using System.Linq;
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using Content.Client._White.WeaponsModules;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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namespace Content.Server._White.WeaponModules;
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public sealed class WeaponModulesSystem : EntitySystem
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{
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protected const string ModulesSlot = "gun_modules";
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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SoundSpecifier? oldSoundGunshot;
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private float oldFireRate;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeaponModulesComponent, EntInsertedIntoContainerMessage>(OnInsert);
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SubscribeLocalEvent<WeaponModulesComponent, EntRemovedFromContainerMessage>(OnEject);
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}
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private void OnInsert(EntityUid uid, WeaponModulesComponent comp, EntInsertedIntoContainerMessage args)
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{
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if (ModulesSlot != args.Container.ID)
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return;
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EntityUid module = args.Entity;
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EntityUid weapon = args.Container.Owner;
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if (TryComp<GunComponent>(weapon, out var gunComp))
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{
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oldSoundGunshot = gunComp.SoundGunshot;
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oldFireRate = gunComp.FireRate;
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}
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InsertModules(module, comp);
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ModuleEffect(module, weapon);
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}
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private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
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{
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if (ModulesSlot != args.Container.ID)
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return;
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EntityUid module = args.Entity;
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EntityUid weapon = args.Container.Owner;
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RemoveModules(module, comp);
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RemoveModuleEffect(module, weapon);
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}
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private void InsertModules(EntityUid module, WeaponModulesComponent comp)
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{
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if(!comp.Modules.Contains(module))
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comp.Modules.Add(module);
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}
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private void ModuleEffect(EntityUid module, EntityUid weapon)
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{
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if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
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switch (module)
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{
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case "LightModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
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_lightSystem.EnsureLight(weapon);
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_lightSystem.TryGetLight(weapon, out var light);
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_appearanceSystem.SetData(weapon, Modules.Light, "none", appearanceComponent);
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_lightSystem.SetRadius(weapon, 4F, light);
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_lightSystem.SetEnabled(weapon, true, light);
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break;
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case "LaserModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
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_gunSystem.setProjectileSpeed(weapon, 35.5F);
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break;
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case "FlameHiderModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
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_gunSystem.setUseEffect(weapon, true);
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break;
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case "SilencerModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
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_gunSystem.setUseEffect(weapon, true);
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_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
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break;
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case "AcceleratorModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
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_gunSystem.setFireRate(weapon, 7.5F);
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break;
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}
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}
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private void RemoveModules(EntityUid module, WeaponModulesComponent comp)
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{
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if(comp.Modules.Contains(module))
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comp.Modules.Remove(module);
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}
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private void RemoveModuleEffect(EntityUid module, EntityUid weapon)
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{
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if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
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switch (module)
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{
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case "LightModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.SetEnabled(weapon, false, light);
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break;
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case "LaserModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setProjectileSpeed(weapon, 25F);
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break;
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case "FlameHiderModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setUseEffect(weapon, false);
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break;
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case "SilencerModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setUseEffect(weapon, false);
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_gunSystem.setSound(weapon, oldSoundGunshot!);
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break;
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case "AcceleratorModule":
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setFireRate(weapon, oldFireRate);
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break;
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}
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}
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}
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