Files
OldThink/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Interactions.cs
Remuchi e2b6002076 Merge remote-tracking branch 'origin/master' into upstream
# 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
2024-04-13 13:59:00 +07:00

170 lines
5.5 KiB
C#

using System.Linq;
using Content.Shared._White.WeaponModules;
using Content.Shared.Actions;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
private void OnExamine(EntityUid uid, GunComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange || !component.ShowExamineText)
return;
using (args.PushGroup(nameof(GunComponent)))
{
args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor),
("mode", GetLocSelector(component.SelectedMode))));
args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor),
("fireRate", $"{component.FireRateModified:0.0}")));
if (TryComp<WeaponModulesComponent>(uid, out var weaponModulesComponent))
{
if (weaponModulesComponent.Modules.Count == 0)
{
args.PushMarkup(Loc.GetString("gun-modules", ("modules", "Пусто")));
return;
}
var moduleNames = weaponModulesComponent.Modules.Select(module => Name(module)).ToArray();
args.PushMarkup(Loc.GetString("gun-modules", ("modules", string.Join(", ", moduleNames))));
}
if (!TryComp<TwoModeEnergyAmmoProviderComponent>(uid, out var comp))
return;
args.PushMarkup(Loc.GetString("gun-twomode-mode-examine", ("color", TwoModeExamineColor),
("mode", GetLocMode(comp))));
}
}
private object GetLocMode(TwoModeEnergyAmmoProviderComponent comp)
{
return Loc.GetString($"gun-twomode-{comp.ModeNames[comp.CurrentMode]}");
}
private string GetLocSelector(SelectiveFire mode)
{
return Loc.GetString($"gun-{mode.ToString()}");
}
private void OnAltVerb(EntityUid uid, GunComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.SelectedMode == component.AvailableModes)
return;
var nextMode = GetNextMode(component);
AlternativeVerb verb = new()
{
Act = () => SelectFire(uid, component, nextMode, args.User),
Text = Loc.GetString("gun-selector-verb", ("mode", GetLocSelector(nextMode))),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
};
args.Verbs.Add(verb);
}
private SelectiveFire GetNextMode(GunComponent component)
{
var modes = new List<SelectiveFire>();
foreach (var mode in Enum.GetValues<SelectiveFire>())
{
if ((mode & component.AvailableModes) == 0x0)
continue;
modes.Add(mode);
}
var index = modes.IndexOf(component.SelectedMode);
return modes[(index + 1) % modes.Count];
}
private void SelectFire(EntityUid uid, GunComponent component, SelectiveFire fire, EntityUid? user = null)
{
if (component.SelectedMode == fire)
return;
DebugTools.Assert((component.AvailableModes & fire) != 0x0);
component.SelectedMode = fire;
if (!Paused(uid))
{
var curTime = Timing.CurTime;
var cooldown = TimeSpan.FromSeconds(InteractNextFire);
if (component.NextFire < curTime)
component.NextFire = curTime + cooldown;
else
component.NextFire += cooldown;
}
Audio.PlayPredicted(component.SoundMode, uid, user);
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
Dirty(uid, component);
}
/// <summary>
/// Cycles the gun's <see cref="SelectiveFire"/> to the next available one.
/// </summary>
public void CycleFire(EntityUid uid, GunComponent component, EntityUid? user = null)
{
// Noop
if (component.SelectedMode == component.AvailableModes)
return;
DebugTools.Assert((component.AvailableModes & component.SelectedMode) == component.SelectedMode);
var nextMode = GetNextMode(component);
SelectFire(uid, component, nextMode, user);
}
// TODO: Actions need doing for guns anyway.
private sealed partial class CycleModeEvent : InstantActionEvent
{
public SelectiveFire Mode = default;
}
private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
{
SelectFire(uid, component, args.Mode, args.Performer);
}
private void OnGunSelected(EntityUid uid, GunComponent component, HandSelectedEvent args)
{
// WD EDIT START
if (component.FireRateModified <= 0f)
component.FireRateModified = component.FireRate;
if (component.FireRateModified <= 0f)
return;
// WD EDIT END
var fireDelay = 1f / component.FireRateModified;
if (fireDelay.Equals(0f))
return;
if (!component.ResetOnHandSelected)
return;
if (Paused(uid))
return;
// If someone swaps to this weapon then reset its cd.
var curTime = Timing.CurTime;
var minimum = curTime + TimeSpan.FromSeconds(fireDelay);
if (minimum < component.NextFire)
return;
component.NextFire = minimum;
Dirty(uid, component);
}
}