Files
OldThink/Content.Server/Weapon/Ranged/Barrels/Components/BoltActionBarrelComponent.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

336 lines
11 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Weapon.Ranged.Ammunition.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Sound;
using Content.Shared.Weapons.Ranged.Barrels.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Weapon.Ranged.Barrels.Components
{
/// <summary>
/// Shotguns mostly
/// </summary>
[RegisterComponent]
[NetworkedComponent()]
public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
{
// Originally I had this logic shared with PumpBarrel and used a couple of variables to control things
// but it felt a lot messier to play around with, especially when adding verbs
public override string Name => "BoltActionBarrel";
public override int ShotsLeft
{
get
{
var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
}
}
public override int Capacity => _capacity;
[DataField("capacity")]
private int _capacity = 6;
private ContainerSlot _chamberContainer = default!;
private Stack<IEntity> _spawnedAmmo = default!;
private Container _ammoContainer = default!;
[ViewVariables]
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
[ViewVariables]
[DataField("fillPrototype")]
private string? _fillPrototype;
[ViewVariables]
private int _unspawnedCount;
public bool BoltOpen
{
get => _boltOpen;
set
{
if (_boltOpen == value)
{
return;
}
if (value)
{
TryEjectChamber();
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltOpen.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
}
else
{
TryFeedChamber();
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltClosed.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
}
_boltOpen = value;
UpdateAppearance();
Dirty();
}
}
private bool _boltOpen;
[DataField("autoCycle")]
private bool _autoCycle;
private AppearanceComponent? _appearanceComponent;
// Sounds
[DataField("soundCycle")]
private SoundSpecifier _soundCycle = new SoundPathSpecifier("/Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg");
[DataField("soundBoltOpen")]
private SoundSpecifier _soundBoltOpen = new SoundPathSpecifier("/Audio/Weapons/Guns/Bolt/rifle_bolt_open.ogg");
[DataField("soundBoltClosed")]
private SoundSpecifier _soundBoltClosed = new SoundPathSpecifier("/Audio/Weapons/Guns/Bolt/rifle_bolt_closed.ogg");
[DataField("soundInsert")]
private SoundSpecifier _soundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/bullet_insert.ogg");
void IMapInit.MapInit()
{
if (_fillPrototype != null)
{
_unspawnedCount += Capacity;
if (_unspawnedCount > 0)
{
_unspawnedCount--;
var chamberEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
_chamberContainer.Insert(chamberEntity);
}
}
UpdateAppearance();
}
public override ComponentState GetComponentState(ICommonSession player)
{
(int, int)? count = (ShotsLeft, Capacity);
var chamberedExists = _chamberContainer.ContainedEntity != null;
// (Is one chambered?, is the bullet spend)
var chamber = (chamberedExists, false);
if (chamberedExists && _chamberContainer.ContainedEntity!.TryGetComponent<AmmoComponent>(out var ammo))
{
chamber.Item2 = ammo.Spent;
}
return new BoltActionBarrelComponentState(
chamber,
FireRateSelector,
count,
SoundGunshot.GetSound());
}
protected override void Initialize()
{
// TODO: Add existing ammo support on revolvers
base.Initialize();
_spawnedAmmo = new Stack<IEntity>(_capacity - 1);
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammo-container", out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_spawnedAmmo.Push(entity);
_unspawnedCount--;
}
}
_chamberContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber-container");
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
{
_appearanceComponent = appearanceComponent;
}
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
Dirty();
UpdateAppearance();
}
private void UpdateAppearance()
{
_appearanceComponent?.SetData(BarrelBoltVisuals.BoltOpen, BoltOpen);
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public override IEntity? PeekAmmo()
{
return _chamberContainer.ContainedEntity;
}
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
{
var chamberEntity = _chamberContainer.ContainedEntity;
if (_autoCycle)
{
Cycle();
}
else
{
Dirty();
}
return chamberEntity?.GetComponentOrNull<AmmoComponent>()?.TakeBullet(spawnAt);
}
protected override bool WeaponCanFire()
{
if (!base.WeaponCanFire())
{
return false;
}
return !BoltOpen && _chamberContainer.ContainedEntity != null;
}
private void Cycle(bool manual = false)
{
TryEjectChamber();
TryFeedChamber();
if (_chamberContainer.ContainedEntity == null && manual)
{
BoltOpen = true;
if (Owner.TryGetContainer(out var container))
{
Owner.PopupMessage(container.Owner, Loc.GetString("bolt-action-barrel-component-bolt-opened"));
}
return;
}
else
{
SoundSystem.Play(Filter.Pvs(Owner), _soundCycle.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
}
Dirty();
UpdateAppearance();
}
public bool TryInsertBullet(IEntity user, IEntity ammo)
{
if (!ammo.TryGetComponent(out AmmoComponent? ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(user, Loc.GetString("bolt-action-barrel-component-try-insert-bullet-wrong-caliber"));
return false;
}
if (!BoltOpen)
{
Owner.PopupMessage(user, Loc.GetString("bolt-action-barrel-component-try-insert-bullet-bolt-closed"));
return false;
}
if (_chamberContainer.ContainedEntity == null)
{
_chamberContainer.Insert(ammo);
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
Dirty();
UpdateAppearance();
return true;
}
if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
{
_ammoContainer.Insert(ammo);
_spawnedAmmo.Push(ammo);
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
Dirty();
UpdateAppearance();
return true;
}
Owner.PopupMessage(user, Loc.GetString("bolt-action-barrel-component-try-insert-bullet-no-room"));
return false;
}
public override bool UseEntity(UseEntityEventArgs eventArgs)
{
if (BoltOpen)
{
BoltOpen = false;
Owner.PopupMessage(eventArgs.User, Loc.GetString("bolt-action-barrel-component-bolt-closed"));
return true;
}
Cycle(true);
return true;
}
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertBullet(eventArgs.User, eventArgs.Using);
}
private bool TryEjectChamber()
{
var chamberedEntity = _chamberContainer.ContainedEntity;
if (chamberedEntity != null)
{
if (!_chamberContainer.Remove(chamberedEntity))
{
return false;
}
if (!chamberedEntity.GetComponent<AmmoComponent>().Caseless)
{
EjectCasing(chamberedEntity);
}
return true;
}
return false;
}
private bool TryFeedChamber()
{
if (_chamberContainer.ContainedEntity != null)
{
return false;
}
if (_spawnedAmmo.TryPop(out var next))
{
_ammoContainer.Remove(next);
_chamberContainer.Insert(next);
return true;
}
else if (_unspawnedCount > 0)
{
_unspawnedCount--;
var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
_chamberContainer.Insert(ammoEntity);
return true;
}
return false;
}
public override void Examine(FormattedMessage message, bool inDetailsRange)
{
base.Examine(message, inDetailsRange);
message.AddMarkup("\n" + Loc.GetString("bolt-action-barrel-component-on-examine", ("caliber", _caliber)));
}
}
}