# Conflicts: # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Changeling/ChangelingRuleSystem.cs # Content.Server/Changeling/ChangelingSystem.Abilities.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/_White/Cult/GameRule/CultRuleComponent.cs # Content.Server/_White/Cult/GameRule/CultRuleSystem.cs # Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs # Content.Server/_White/Keyhole/KeyholeSystem.cs # Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs # Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl # Resources/Locale/ru-RU/_white/cult/blood-spear.ftl # Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl # Resources/Locale/ru-RU/_white/cult/cult.ftl # Resources/Locale/ru-RU/_white/cult/gui.ftl # Resources/Locale/ru-RU/cult/cult-structure.ftl # Resources/Locale/ru-RU/cult/pylon.ftl # Resources/Maps/White/Scoupidia.yml # Resources/Maps/White/Void.yml # Resources/Maps/White/WonderBox.yml # Resources/Prototypes/Actions/types.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
313 lines
12 KiB
C#
313 lines
12 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Stacks;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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protected virtual void InitializeBallistic()
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{
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SubscribeLocalEvent<BallisticAmmoProviderComponent, ComponentInit>(OnBallisticInit);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, MapInitEvent>(OnBallisticMapInit);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, TakeAmmoEvent>(OnBallisticTakeAmmo);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, GetAmmoCountEvent>(OnBallisticAmmoCount);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, ExaminedEvent>(OnBallisticExamine);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, GetVerbsEvent<Verb>>(OnBallisticVerb);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, InteractUsingEvent>(OnBallisticInteractUsing);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, AfterInteractEvent>(OnBallisticAfterInteract);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, AmmoFillDoAfterEvent>(OnBallisticAmmoFillDoAfter);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, UseInHandEvent>(OnBallisticUse);
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}
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private void OnBallisticUse(EntityUid uid, BallisticAmmoProviderComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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ManualCycle(uid, component, Transform(uid).MapPosition, args.User);
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args.Handled = true;
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}
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private void OnBallisticInteractUsing(EntityUid uid, BallisticAmmoProviderComponent component, InteractUsingEvent args)
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{
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if (args.Handled || component.Whitelist?.IsValid(args.Used, EntityManager) != true)
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return;
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if (GetBallisticShots(component) >= component.Capacity)
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return;
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var entity = args.Used; // WD EDIT START
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var doInsert = true;
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if (TryComp(args.Used, out StackComponent? stack) && stack.Count > 1)
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{
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entity = GetStackEntity(args.Used, stack);
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doInsert = false;
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}
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component.Entities.Add(entity);
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if (_netManager.IsServer || doInsert)
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Containers.Insert(entity, component.Container); // WD EDIT END
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// Not predicted so
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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args.Handled = true;
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UpdateBallisticAppearance(uid, component);
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Dirty(uid, component);
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}
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protected virtual EntityUid GetStackEntity(EntityUid uid, StackComponent stack) { return uid; }
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private void OnBallisticAfterInteract(EntityUid uid, BallisticAmmoProviderComponent component, AfterInteractEvent args)
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{
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if (args.Handled ||
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!component.MayTransfer ||
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!Timing.IsFirstTimePredicted ||
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args.Target == null ||
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args.Used == args.Target ||
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Deleted(args.Target) ||
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!TryComp<BallisticAmmoProviderComponent>(args.Target, out var targetComponent) ||
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targetComponent.Whitelist == null)
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{
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return;
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}
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args.Handled = true;
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, component.FillDelay, new AmmoFillDoAfterEvent(), used: uid, target: args.Target, eventTarget: uid)
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{
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BreakOnMove = true,
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BreakOnDamage = false,
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NeedHand = true
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});
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}
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private void OnBallisticAmmoFillDoAfter(EntityUid uid, BallisticAmmoProviderComponent component, AmmoFillDoAfterEvent args)
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{
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if (Deleted(args.Target) ||
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!TryComp<BallisticAmmoProviderComponent>(args.Target, out var target) ||
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target.Whitelist == null)
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return;
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if (args.Cancelled || args.Handled) // WD
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return;
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if (target.Entities.Count + target.UnspawnedCount == target.Capacity)
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-target-full",
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("entity", args.Target)),
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args.Target,
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args.User);
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return;
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}
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if (component.Entities.Count + component.UnspawnedCount == 0)
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-empty",
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("entity", uid)),
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uid,
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args.User);
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return;
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}
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void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
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{
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var evInsert = new InteractUsingEvent(args.User, ammo, ammoProvider, coordinates);
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RaiseLocalEvent(ammoProvider, evInsert);
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}
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List<(EntityUid? Entity, IShootable Shootable)> ammo = new();
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var evTakeAmmo = new TakeAmmoEvent(1, ammo, Transform(uid).Coordinates, args.User);
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RaiseLocalEvent(uid, evTakeAmmo);
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foreach (var (ent, _) in ammo)
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{
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if (ent == null)
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continue;
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if (!target.Whitelist.IsValid(ent.Value))
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-invalid",
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("ammoEntity", ent.Value),
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("targetEntity", args.Target.Value)),
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uid,
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args.User);
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SimulateInsertAmmo(ent.Value, uid, Transform(uid).Coordinates);
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}
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else
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{
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// play sound to be cool
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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SimulateInsertAmmo(ent.Value, args.Target.Value, Transform(args.Target.Value).Coordinates);
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}
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if (IsClientSide(ent.Value))
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Del(ent.Value);
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}
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// repeat if there is more space in the target and more ammo to fill it
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var moreSpace = target.Entities.Count + target.UnspawnedCount < target.Capacity;
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var moreAmmo = component.Entities.Count + component.UnspawnedCount > 0;
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args.Repeat = moreSpace && moreAmmo;
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}
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private void OnBallisticVerb(EntityUid uid, BallisticAmmoProviderComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || !component.Cycleable)
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return;
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if (component.Cycleable)
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{
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args.Verbs.Add(new Verb()
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{
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Text = Loc.GetString("gun-ballistic-cycle"),
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Disabled = GetBallisticShots(component) == 0,
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Act = () => ManualCycle(uid, component, Transform(uid).MapPosition, args.User),
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});
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}
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}
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private void OnBallisticExamine(EntityUid uid, BallisticAmmoProviderComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", GetBallisticShots(component))));
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}
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private void ManualCycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates, EntityUid? user = null, GunComponent? gunComp = null)
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{
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if (!component.Cycleable)
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return;
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// Reset shotting for cycling
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if (Resolve(uid, ref gunComp, false) &&
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gunComp is { FireRateModified: > 0f } &&
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!Paused(uid))
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{
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
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}
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Dirty(uid, component);
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Audio.PlayPredicted(component.SoundRack, uid, user);
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var shots = GetBallisticShots(component);
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Cycle(uid, component, coordinates);
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var text = Loc.GetString(shots == 0 ? "gun-ballistic-cycled-empty" : "gun-ballistic-cycled");
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Popup(text, uid, user);
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UpdateBallisticAppearance(uid, component);
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UpdateAmmoCount(uid);
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}
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protected abstract void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates);
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private void OnBallisticInit(EntityUid uid, BallisticAmmoProviderComponent component, ComponentInit args)
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{
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component.Container = Containers.EnsureContainer<Container>(uid, "ballistic-ammo");
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// TODO: This is called twice though we need to support loading appearance data (and we need to call it on MapInit
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// to ensure it's correct).
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UpdateBallisticAppearance(uid, component);
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}
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private void OnBallisticMapInit(EntityUid uid, BallisticAmmoProviderComponent component, MapInitEvent args)
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{
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// TODO this should be part of the prototype, not set on map init.
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// Alternatively, just track spawned count, instead of unspawned count.
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if (component.Proto != null)
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{
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component.UnspawnedCount = Math.Max(0, component.Capacity - component.Container.ContainedEntities.Count);
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UpdateBallisticAppearance(uid, component);
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Dirty(uid, component);
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}
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}
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protected int GetBallisticShots(BallisticAmmoProviderComponent component)
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{
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return component.Entities.Count + component.UnspawnedCount;
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}
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private void OnBallisticTakeAmmo(EntityUid uid, BallisticAmmoProviderComponent component, TakeAmmoEvent args)
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{
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for (var i = 0; i < args.Shots; i++)
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{
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EntityUid entity;
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if (component.Entities.Count > 0)
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{
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entity = component.Entities[^1];
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if (TryComp(entity, out CartridgeAmmoComponent? cartridge) && cartridge.Spent) // WD EDIT
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{
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args.Reason = Loc.GetString("gun-ballistic-not-cycled");
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break;
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}
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args.Ammo.Add((entity, EnsureShootable(entity)));
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if (component.AutoCycle) // WD EDIT
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{
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component.Entities.RemoveAt(component.Entities.Count - 1);
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Containers.Remove(entity, component.Container);
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}
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else
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break;
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}
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else if (component.UnspawnedCount > 0)
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{
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component.UnspawnedCount--;
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entity = Spawn(component.Proto, args.Coordinates);
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args.Ammo.Add((entity, EnsureShootable(entity)));
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if (!component.AutoCycle && HasComp<CartridgeAmmoComponent>(entity)) // WD EDIT
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{
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component.Entities.Add(entity);
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Containers.Insert(entity, component.Container);
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break;
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}
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}
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}
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UpdateBallisticAppearance(uid, component);
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Dirty(uid, component);
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}
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private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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args.Count = GetBallisticShots(component);
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args.Capacity = component.Capacity;
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}
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public void UpdateBallisticAppearance(EntityUid uid, BallisticAmmoProviderComponent component)
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{
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if (!Timing.IsFirstTimePredicted || !TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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Appearance.SetData(uid, AmmoVisuals.AmmoCount, GetBallisticShots(component), appearance);
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Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity, appearance);
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}
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}
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/// <summary>
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/// DoAfter event for filling one ballistic ammo provider from another.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class AmmoFillDoAfterEvent : SimpleDoAfterEvent
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{
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}
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