Bunch of revolver fixes (#19649)
* Bunch of revolver fixes Some stuff wasn't working with prediction so this should fix all of it. * a * fix weh * Also usedelay
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@@ -8,6 +8,7 @@ using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using System;
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using System.Linq;
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using Content.Shared.Interaction.Events;
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using JetBrains.Annotations;
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namespace Content.Shared.Weapons.Ranged.Systems;
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@@ -25,6 +26,17 @@ public partial class SharedGunSystem
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SubscribeLocalEvent<RevolverAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnRevolverVerbs);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, InteractUsingEvent>(OnRevolverInteractUsing);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, GetAmmoCountEvent>(OnRevolverGetAmmoCount);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, UseInHandEvent>(OnRevolverUse);
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}
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private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
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{
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if (!_useDelay.TryResetDelay(uid))
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return;
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Cycle(component);
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UpdateAmmoCount(uid, prediction: false);
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Dirty(uid, component);
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}
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private void OnRevolverGetAmmoCount(EntityUid uid, RevolverAmmoProviderComponent component, ref GetAmmoCountEvent args)
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@@ -69,10 +81,9 @@ public partial class SharedGunSystem
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}
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// Handle spins
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if (Timing.IsFirstTimePredicted)
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if (oldIndex != state.CurrentIndex)
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{
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if (oldIndex != state.CurrentIndex)
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UpdateAmmoCount(uid);
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UpdateAmmoCount(uid, prediction: false);
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}
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}
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@@ -133,6 +144,7 @@ public partial class SharedGunSystem
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component.AmmoSlots[index] = ent.Value;
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Containers.Insert(ent.Value, component.AmmoContainer);
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SetChamber(index, component, uid);
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if (ev.Ammo.Count == 0)
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break;
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@@ -140,8 +152,8 @@ public partial class SharedGunSystem
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DebugTools.Assert(ammo.Count == 0);
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UpdateRevolverAppearance(revolverUid, component);
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UpdateAmmoCount(uid);
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Dirty(uid, component);
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UpdateAmmoCount(revolverUid);
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Dirty(revolverUid, component);
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Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
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Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
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@@ -161,11 +173,12 @@ public partial class SharedGunSystem
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component.AmmoSlots[index] = uid;
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Containers.Insert(uid, component.AmmoContainer);
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SetChamber(index, component, uid);
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Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
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Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
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UpdateRevolverAppearance(revolverUid, component);
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UpdateAmmoCount(uid);
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Dirty(uid, component);
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UpdateAmmoCount(revolverUid);
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Dirty(revolverUid, component);
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return true;
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}
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@@ -173,6 +186,17 @@ public partial class SharedGunSystem
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return false;
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}
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private void SetChamber(int index, RevolverAmmoProviderComponent component, EntityUid uid)
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{
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if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge) && cartridge.Spent)
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{
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component.Chambers[index] = false;
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return;
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}
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component.Chambers[index] = true;
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}
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private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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@@ -252,8 +276,7 @@ public partial class SharedGunSystem
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public void EmptyRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
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{
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var xform = Transform(revolverUid);
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var mapCoordinates = xform.MapPosition;
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var mapCoordinates = TransformSystem.GetMapCoordinates(revolverUid);
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var anyEmpty = false;
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for (var i = 0; i < component.Capacity; i++)
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@@ -284,6 +307,7 @@ public partial class SharedGunSystem
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{
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component.AmmoSlots[i] = null;
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Containers.Remove(slot.Value, component.AmmoContainer);
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component.Chambers[i] = null;
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if (!_netManager.IsClient)
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EjectCartridge(slot.Value);
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@@ -295,7 +319,7 @@ public partial class SharedGunSystem
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if (anyEmpty)
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{
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Audio.PlayPredicted(component.SoundEject, revolverUid, user);
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UpdateAmmoCount(revolverUid);
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UpdateAmmoCount(revolverUid, prediction: false);
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UpdateRevolverAppearance(revolverUid, component);
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Dirty(revolverUid, component);
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}
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@@ -328,51 +352,63 @@ public partial class SharedGunSystem
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{
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var index = (currentIndex + i) % component.Capacity;
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var chamber = component.Chambers[index];
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EntityUid? ent = null;
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// Get unspawned ent first if possible.
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if (chamber != null)
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// Get contained entity if it exists.
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if (component.AmmoSlots[index] != null)
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{
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ent = component.AmmoSlots[index]!;
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component.Chambers[index] = false;
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}
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// Try to spawn a round if it's available.
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else if (chamber != null)
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{
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if (chamber == true)
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{
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// TODO: This is kinda sussy boy
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var ent = Spawn(component.FillPrototype, args.Coordinates);
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// Pretend it's always been there.
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ent = Spawn(component.FillPrototype, args.Coordinates);
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if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
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if (!_netManager.IsClient)
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{
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component.Chambers[index] = false;
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SetCartridgeSpent(ent, cartridge, true);
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var spawned = Spawn(cartridge.Prototype, args.Coordinates);
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args.Ammo.Add((spawned, EnsureShootable(spawned)));
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Del(ent);
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continue;
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component.AmmoSlots[index] = ent;
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Containers.Insert(ent.Value, component.AmmoContainer);
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}
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component.Chambers[i] = null;
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args.Ammo.Add((ent, EnsureShootable(ent)));
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component.Chambers[index] = false;
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}
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}
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else if (component.AmmoSlots[index] != null)
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// Chamber empty or spent
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if (ent == null)
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continue;
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if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
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{
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var ent = component.AmmoSlots[index]!;
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if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
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{
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if (cartridge.Spent)
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continue;
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SetCartridgeSpent(ent.Value, cartridge, true);
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var spawned = Spawn(cartridge.Prototype, args.Coordinates);
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args.Ammo.Add((spawned, EnsureShootable(spawned)));
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if (cartridge.Spent)
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continue;
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}
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Containers.Remove(ent.Value, component.AmmoContainer);
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component.AmmoSlots[index] = null;
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args.Ammo.Add((ent.Value, EnsureShootable(ent.Value)));
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TransformSystem.SetCoordinates(ent.Value, args.Coordinates);
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// Mark cartridge as spent and if it's caseless delete from the chamber slot.
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SetCartridgeSpent(ent.Value, cartridge, true);
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var spawned = Spawn(cartridge.Prototype, args.Coordinates);
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args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
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if (cartridge.DeleteOnSpawn)
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component.Chambers[index] = null;
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}
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else
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{
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component.Chambers[index] = null;
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args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
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}
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// Delete the cartridge entity on client
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if (_netManager.IsClient)
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{
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QueueDel(ent);
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}
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}
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UpdateAmmoCount(uid, prediction: false);
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UpdateRevolverAppearance(uid, component);
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Dirty(uid, component);
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}
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