97 lines
2.8 KiB
C#
97 lines
2.8 KiB
C#
using Content.Server.Light.Events;
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using Content.Server.Lightning;
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using Robust.Server.GameObjects;
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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 SharedPointLightSystem _lightSystem = default!;
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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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string weapon = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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insertModules(weapon, comp);
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moduleEffect(weapon, target);
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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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string weapon = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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removeModules(weapon, comp);
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removeModuleEffect(weapon, target);
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}
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private void insertModules(string module, WeaponModulesComponent comp)
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{
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switch (module)
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{
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case "LightModule":
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if(comp.Modules.Contains("LightModule")) break;
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comp.Modules.Add("LightModule");
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break;
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}
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}
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private void moduleEffect(string module, EntityUid target)
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{
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switch (module)
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{
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case "LightModule":
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if (HasComp<PointLightComponent>(target))
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{
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_lightSystem.SetEnabled(target, true);
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break;
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}
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_lightSystem.TryGetLight(target, out var light);
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_lightSystem.EnsureLight(target);
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_lightSystem.SetRadius(target, 2F, light);
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break;
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}
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}
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private void removeModules(string module, WeaponModulesComponent comp)
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{
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switch (module)
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{
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case "LightModule":
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comp.Modules.Remove("LightModule");
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break;
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}
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}
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private void removeModuleEffect(string module, EntityUid target)
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{
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switch (module)
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{
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case "LightModule":
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if(!HasComp<PointLightComponent>(target))
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break;
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_lightSystem.TryGetLight(target, out var light);
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_lightSystem.SetEnabled(target, false, light);
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break;
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}
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}
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}
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