Files
OldThink/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.ChamberMagazine.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
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#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
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#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
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#	Content.Client/Doors/AirlockSystem.cs
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#	Content.Client/Launcher/LauncherConnectingGui.xaml
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#	Content.Client/Lobby/LobbyState.cs
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#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml
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#	Content.Client/Options/UI/Tabs/MiscTab.xaml
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#	Content.Client/Outline/InteractionOutlineSystem.cs
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#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
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#	Content.Client/Preferences/ClientPreferencesManager.cs
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#	Content.Client/StatusIcon/StatusIconOverlay.cs
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#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
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#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
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#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
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#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
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#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
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#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
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#	Content.Server/Magic/MagicSystem.cs
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#	Content.Server/Resist/EscapeInventorySystem.cs
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#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
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#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
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#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
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#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
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#	README.md
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2024-03-26 15:52:23 +07:00

430 lines
16 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Containers;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
protected const string ChamberSlot = "gun_chamber";
protected virtual void InitializeChamberMagazine()
{
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ComponentStartup>(OnChamberStartup);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetAmmoCountEvent>(OnChamberAmmoCount);
/*
* Open and close bolts are separate verbs.
* Racking does both in one hit and has a different sound (to avoid RSI + sounds cooler).
*/
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<ActivationVerb>>(OnChamberActivationVerb);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<InteractionVerb>>(OnChamberInteractionVerb);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnChamberActivate);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnChamberUse);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
}
private void OnChamberStartup(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ComponentStartup args)
{
// Appearance data doesn't get serialized and want to make sure this is correct on spawn (regardless of MapInit) so.
if (component.BoltClosed != null)
{
Appearance.SetData(uid, AmmoVisuals.BoltClosed, component.BoltClosed.Value);
}
}
/// <summary>
/// Called when user "Activated In World" (E) with the gun as the target
/// </summary>
private void OnChamberActivate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
return;
args.Handled = true;
ToggleBolt(uid, component, args.User);
}
/// <summary>
/// Called when gun was "Activated In Hand" (Z)
/// </summary>
private void OnChamberUse(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
UseChambered(uid, component, args.User);
}
/// <summary>
/// Creates "Rack" verb on the gun
/// </summary>
private void OnChamberActivationVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
return;
args.Verbs.Add(new ActivationVerb()
{
Text = Loc.GetString("gun-chamber-rack"),
Act = () =>
{
UseChambered(uid, component, args.User);
}
});
}
/// <summary>
/// Opens then closes the bolt, or just closes it if currently open.
/// </summary>
private void UseChambered(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
{
if (component.BoltClosed == false)
{
ToggleBolt(uid, component, user);
return;
}
if (TryTakeChamberEntity(uid, out var chamberEnt))
{
if (_netManager.IsServer)
{
EjectCartridge(chamberEnt.Value);
}
else
{
// Similar to below just due to prediction.
TransformSystem.DetachParentToNull(chamberEnt.Value, Transform(chamberEnt.Value));
}
}
if (!CycleCartridge(uid, component, user))
{
UpdateAmmoCount(uid);
}
if (component.BoltClosed != false)
{
Audio.PlayPredicted(component.RackSound, uid, user);
}
}
/// <summary>
/// Creates "Open/Close bolt" verb on the gun
/// </summary>
private void OnChamberInteractionVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
return;
args.Verbs.Add(new InteractionVerb()
{
Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
Act = () =>
{
// Just toggling might be more user friendly instead of trying to set to whatever they think?
ToggleBolt(uid, component, args.User);
}
});
}
/// <summary>
/// Updates the bolt to its new state
/// </summary>
public void SetBoltClosed(EntityUid uid, ChamberMagazineAmmoProviderComponent component, bool value, EntityUid? user = null, AppearanceComponent? appearance = null, ItemSlotsComponent? slots = null)
{
if (component.BoltClosed == null || value == component.BoltClosed)
return;
Resolve(uid, ref appearance, ref slots, false);
Appearance.SetData(uid, AmmoVisuals.BoltClosed, value, appearance);
if (value)
{
CycleCartridge(uid, component, user, appearance);
if (user != null)
PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-closed"), uid, user.Value);
if (slots != null)
{
_slots.SetLock(uid, ChamberSlot, true, slots);
}
Audio.PlayPredicted(component.BoltClosedSound, uid, user);
}
else
{
if (TryTakeChamberEntity(uid, out var chambered))
{
if (_netManager.IsServer)
{
EjectCartridge(chambered.Value);
}
else
{
// Prediction moment
// The problem is client will dump the cartridge on the ground and the new server state
// won't correspond due to randomness so looks weird
// but we also need to always take it from the chamber or else ammocount won't be correct.
TransformSystem.DetachParentToNull(chambered.Value, Transform(chambered.Value));
}
UpdateAmmoCount(uid);
}
if (user != null)
PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-opened"), uid, user.Value);
if (slots != null)
{
_slots.SetLock(uid, ChamberSlot, false, slots);
}
Audio.PlayPredicted(component.BoltOpenedSound, uid, user);
}
component.BoltClosed = value;
Dirty(uid, component);
}
/// <summary>
/// Tries to take ammo from the magazine and insert into the chamber.
/// </summary>
private bool CycleCartridge(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null, AppearanceComponent? appearance = null)
{
// Try to put a new round in if possible.
var magEnt = GetMagazineEntity(uid);
var chambered = GetChamberEntity(uid);
var result = false;
// Similar to what takeammo does though that uses an optimised version where
// multiple bullets may be fired in a single tick.
if (magEnt != null && chambered == null)
{
var relayedArgs = new TakeAmmoEvent(1,
new List<(EntityUid? Entity, IShootable Shootable)>(),
Transform(uid).Coordinates,
user);
RaiseLocalEvent(magEnt.Value, relayedArgs);
if (relayedArgs.Ammo.Count > 0)
{
var newChamberEnt = relayedArgs.Ammo[0].Entity;
TryInsertChamber(uid, newChamberEnt!.Value);
var ammoEv = new GetAmmoCountEvent();
RaiseLocalEvent(magEnt.Value, ref ammoEv);
FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, user, appearance);
UpdateAmmoCount(uid);
// Clientside reconciliation things
if (_netManager.IsClient)
{
foreach (var (ent, _) in relayedArgs.Ammo)
{
if (!IsClientSide(ent!.Value))
continue;
Del(ent.Value);
}
}
}
else
{
UpdateAmmoCount(uid);
}
result = true;
}
return result;
}
/// <summary>
/// Sets the bolt's positional value to the other state
/// </summary>
public void ToggleBolt(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
{
if (component.BoltClosed == null)
return;
SetBoltClosed(uid, component, !component.BoltClosed.Value, user);
}
/// <summary>
/// Called when the gun was Examined
/// </summary>
private void OnChamberMagazineExamine(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
var (count, _) = GetChamberMagazineCountCapacity(uid, component);
string boltState;
using (args.PushGroup(nameof(ChamberMagazineAmmoProviderComponent)))
{
if (component.BoltClosed != null)
{
if (component.BoltClosed == true)
boltState = Loc.GetString("gun-chamber-bolt-open-state");
else
boltState = Loc.GetString("gun-chamber-bolt-closed-state");
args.PushMarkup(Loc.GetString("gun-chamber-bolt", ("bolt", boltState),
("color", component.BoltClosed.Value ? Color.FromHex("#94e1f2") : Color.FromHex("#f29d94"))));
}
args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
}
}
private bool TryTakeChamberEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity)
{
if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
container is not ContainerSlot slot)
{
entity = null;
return false;
}
entity = slot.ContainedEntity;
if (entity == null)
return false;
Containers.Remove(entity.Value, container);
return true;
}
protected EntityUid? GetChamberEntity(EntityUid uid)
{
if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
container is not ContainerSlot slot)
{
return null;
}
return slot.ContainedEntity;
}
protected (int, int) GetChamberMagazineCountCapacity(EntityUid uid, ChamberMagazineAmmoProviderComponent component)
{
var count = GetChamberEntity(uid) != null ? 1 : 0;
var (magCount, magCapacity) = GetMagazineCountCapacity(uid, component);
return (count + magCount, magCapacity);
}
private bool TryInsertChamber(EntityUid uid, EntityUid ammo)
{
return Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
container is ContainerSlot slot &&
Containers.Insert(ammo, slot);
}
private void OnChamberAmmoCount(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref GetAmmoCountEvent args)
{
OnMagazineAmmoCount(uid, component, ref args);
args.Capacity += 1;
var chambered = GetChamberEntity(uid);
if (chambered != null)
{
args.Count += 1;
}
}
private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
{
if (component.BoltClosed == false)
{
args.Reason = Loc.GetString("gun-chamber-bolt-ammo");
return;
}
// So chamber logic is kinda sussier than the others
// Essentially we want to treat the chamber as a potentially free slot and then the mag as the remaining slots
// i.e. if we shoot 3 times, then we use the chamber once (regardless if it's empty or not) and 2 from the mag
// We move the n + 1 shot into the chamber as we essentially treat it like a stack.
TryComp<AppearanceComponent>(uid, out var appearance);
EntityUid? chamberEnt;
// Normal behaviour for guns.
if (component.AutoCycle)
{
if (TryTakeChamberEntity(uid, out chamberEnt))
{
args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
}
// No ammo returned.
else
{
CycleCartridge(uid, component, args.User); // WD EDIT
return;
}
var magEnt = GetMagazineEntity(uid);
// Pass an event to the magazine to get more (to refill chamber or for shooting).
if (magEnt != null)
{
// We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
RaiseLocalEvent(magEnt.Value, relayedArgs);
// Put in the nth slot back into the chamber
// Rest of the ammo gets shot
if (relayedArgs.Ammo.Count > 0)
{
var newChamberEnt = relayedArgs.Ammo[^1].Entity;
TryInsertChamber(uid, newChamberEnt!.Value);
}
// Anything above the chamber-refill amount gets fired.
for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
{
args.Ammo.Add(relayedArgs.Ammo[i]);
}
// If no more ammo then open bolt.
if (relayedArgs.Ammo.Count == 0)
{
SetBoltClosed(uid, component, false, user: args.User, appearance: appearance);
}
}
else
{
SetBoltClosed(uid, component, false, user: args.User, appearance: appearance); // WD EDIT
Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
return;
}
var ammoEv = new GetAmmoCountEvent();
RaiseLocalEvent(magEnt.Value, ref ammoEv);
FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, args.User, appearance);
}
// If gun doesn't autocycle (e.g. bolt-action weapons) then we leave the chambered entity in there but still return it.
else if (Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
container is ContainerSlot { ContainedEntity: not null } slot)
{
// Shooting code won't eject it if it's still contained.
chamberEnt = slot.ContainedEntity;
args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
}
}
}