Files
OldThink/Content.Server/_White/WeaponModules/WeaponModulesSystem.cs

189 lines
6.6 KiB
C#

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