Improves examine for ranged weapons, magazines and ammo.
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@@ -16,11 +16,12 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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[RegisterComponent]
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public sealed class AmmoBoxComponent : Component, IInteractUsing, IUse, IInteractHand, IMapInit
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public sealed class AmmoBoxComponent : Component, IInteractUsing, IUse, IInteractHand, IMapInit, IExamine
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{
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public override string Name => "AmmoBox";
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@@ -197,6 +198,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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return TryUse(eventArgs.User);
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}
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// So if you have 200 rounds in a box and that suddenly creates 200 entities you're not having a fun time
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[Verb]
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private sealed class DumpVerb : Verb<AmmoBoxComponent>
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@@ -218,5 +221,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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component.EjectContents(10);
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}
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("\nIt's a [color=white]{0}[/color] ammo box.", _caliber));
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message.AddMarkup(Loc.GetString("\nIt has [color=white]{0}[/color] out of [color=white]{1}[/color] ammo left.", AmmoLeft, _capacity));
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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@@ -8,6 +9,7 @@ using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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@@ -21,7 +23,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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/// Generally used for bullets but can be used for other things like bananas
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/// </summary>
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[RegisterComponent]
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public class AmmoComponent : Component
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public class AmmoComponent : Component, IExamine
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{
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public override string Name => "Ammo";
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public BallisticCaliber Caliber => _caliber;
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@@ -152,6 +154,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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};
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EntitySystem.Get<EffectSystem>().CreateParticle(message);
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var text = Loc.GetString("It's [color=white]{0}[/color] ammo.", Caliber);
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message.AddMarkup(text);
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}
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}
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public enum BallisticCaliber
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@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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@@ -14,11 +15,12 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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[RegisterComponent]
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public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse
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public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse, IExamine
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{
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public override string Name => "RangedMagazine";
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@@ -168,5 +170,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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return true;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var text = Loc.GetString("It's a [color=white]{0}[/color] magazine of [color=white]{1}[/color] caliber.", MagazineType, Caliber);
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message.AddMarkup(text);
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}
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}
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}
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@@ -18,6 +18,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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@@ -25,7 +26,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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/// Shotguns mostly
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/// </summary>
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[RegisterComponent]
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public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit
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public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
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{
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// Originally I had this logic shared with PumpBarrel and used a couple of variables to control things
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// but it felt a lot messier to play around with, especially when adding verbs
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@@ -297,6 +298,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return TryInsertBullet(eventArgs.User, eventArgs.Using);
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}
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public override void Examine(FormattedMessage message, bool inDetailsRange)
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{
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base.Examine(message, inDetailsRange);
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message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
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}
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[Verb]
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private sealed class OpenBoltVerb : Verb<BoltActionBarrelComponent>
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{
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@@ -2,6 +2,7 @@
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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@@ -15,6 +16,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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@@ -22,7 +24,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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/// Bolt-action rifles
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/// </summary>
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[RegisterComponent]
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public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit
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public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
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{
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public override string Name => "PumpBarrel";
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@@ -211,5 +213,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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return TryInsertBullet(eventArgs);
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}
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public override void Examine(FormattedMessage message, bool inDetailsRange)
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{
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base.Examine(message, inDetailsRange);
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message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
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}
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}
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}
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@@ -104,8 +104,20 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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serializer.DataReadWriteFunction(
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"magazineTypes",
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new List<MagazineType>(),
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types => types.ForEach(mag => _magazineTypes |= mag),
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() =>
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types => types.ForEach(mag => _magazineTypes |= mag), GetMagazineTypes);
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serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
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serializer.DataField(ref _magFillPrototype, "magFillPrototype", null);
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serializer.DataField(ref _autoEjectMag, "autoEjectMag", false);
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serializer.DataField(ref _magNeedsOpenBolt, "magNeedsOpenBolt", false);
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serializer.DataField(ref _soundBoltOpen, "soundBoltOpen", null);
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serializer.DataField(ref _soundBoltClosed, "soundBoltClosed", null);
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serializer.DataField(ref _soundRack, "soundRack", null);
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serializer.DataField(ref _soundMagInsert, "soundMagInsert", null);
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serializer.DataField(ref _soundMagEject, "soundMagEject", null);
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serializer.DataField(ref _soundAutoEject, "soundAutoEject", "/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
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}
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private List<MagazineType> GetMagazineTypes()
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{
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var types = new List<MagazineType>();
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@@ -118,17 +130,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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return types;
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});
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serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
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serializer.DataField(ref _magFillPrototype, "magFillPrototype", null);
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serializer.DataField(ref _autoEjectMag, "autoEjectMag", false);
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serializer.DataField(ref _magNeedsOpenBolt, "magNeedsOpenBolt", false);
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serializer.DataField(ref _soundBoltOpen, "soundBoltOpen", null);
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serializer.DataField(ref _soundBoltClosed, "soundBoltClosed", null);
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serializer.DataField(ref _soundRack, "soundRack", null);
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serializer.DataField(ref _soundMagInsert, "soundMagInsert", null);
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serializer.DataField(ref _soundMagEject, "soundMagEject", null);
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serializer.DataField(ref _soundAutoEject, "soundAutoEject", "/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
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}
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public override ComponentState GetComponentState()
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@@ -420,8 +421,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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base.Examine(message, inDetailsRange);
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var text = Loc.GetString("\nIt uses {0} ammo.", Caliber);
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message.AddText(text);
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message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", Caliber));
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foreach (var magazineType in GetMagazineTypes())
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{
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message.AddMarkup(Loc.GetString("\nIt accepts [color=white]{0}[/color] magazines.", magazineType));
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}
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}
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[Verb]
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