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
This commit is contained in:
metalgearsloth
2024-01-21 22:16:46 +11:00
committed by GitHub
parent 15f91b0720
commit 9bb2781bfc
5 changed files with 95 additions and 46 deletions

View File

@@ -8,6 +8,7 @@ using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Linq;
using Content.Shared.Interaction.Events;
using JetBrains.Annotations;
namespace Content.Shared.Weapons.Ranged.Systems;
@@ -25,6 +26,17 @@ public partial class SharedGunSystem
SubscribeLocalEvent<RevolverAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnRevolverVerbs);
SubscribeLocalEvent<RevolverAmmoProviderComponent, InteractUsingEvent>(OnRevolverInteractUsing);
SubscribeLocalEvent<RevolverAmmoProviderComponent, GetAmmoCountEvent>(OnRevolverGetAmmoCount);
SubscribeLocalEvent<RevolverAmmoProviderComponent, UseInHandEvent>(OnRevolverUse);
}
private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
{
if (!_useDelay.TryResetDelay(uid))
return;
Cycle(component);
UpdateAmmoCount(uid, prediction: false);
Dirty(uid, component);
}
private void OnRevolverGetAmmoCount(EntityUid uid, RevolverAmmoProviderComponent component, ref GetAmmoCountEvent args)
@@ -69,10 +81,9 @@ public partial class SharedGunSystem
}
// Handle spins
if (Timing.IsFirstTimePredicted)
if (oldIndex != state.CurrentIndex)
{
if (oldIndex != state.CurrentIndex)
UpdateAmmoCount(uid);
UpdateAmmoCount(uid, prediction: false);
}
}
@@ -133,6 +144,7 @@ public partial class SharedGunSystem
component.AmmoSlots[index] = ent.Value;
Containers.Insert(ent.Value, component.AmmoContainer);
SetChamber(index, component, uid);
if (ev.Ammo.Count == 0)
break;
@@ -140,8 +152,8 @@ public partial class SharedGunSystem
DebugTools.Assert(ammo.Count == 0);
UpdateRevolverAppearance(revolverUid, component);
UpdateAmmoCount(uid);
Dirty(uid, component);
UpdateAmmoCount(revolverUid);
Dirty(revolverUid, component);
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
@@ -161,11 +173,12 @@ public partial class SharedGunSystem
component.AmmoSlots[index] = uid;
Containers.Insert(uid, component.AmmoContainer);
SetChamber(index, component, uid);
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
UpdateRevolverAppearance(revolverUid, component);
UpdateAmmoCount(uid);
Dirty(uid, component);
UpdateAmmoCount(revolverUid);
Dirty(revolverUid, component);
return true;
}
@@ -173,6 +186,17 @@ public partial class SharedGunSystem
return false;
}
private void SetChamber(int index, RevolverAmmoProviderComponent component, EntityUid uid)
{
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge) && cartridge.Spent)
{
component.Chambers[index] = false;
return;
}
component.Chambers[index] = true;
}
private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
@@ -252,8 +276,7 @@ public partial class SharedGunSystem
public void EmptyRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
{
var xform = Transform(revolverUid);
var mapCoordinates = xform.MapPosition;
var mapCoordinates = TransformSystem.GetMapCoordinates(revolverUid);
var anyEmpty = false;
for (var i = 0; i < component.Capacity; i++)
@@ -284,6 +307,7 @@ public partial class SharedGunSystem
{
component.AmmoSlots[i] = null;
Containers.Remove(slot.Value, component.AmmoContainer);
component.Chambers[i] = null;
if (!_netManager.IsClient)
EjectCartridge(slot.Value);
@@ -295,7 +319,7 @@ public partial class SharedGunSystem
if (anyEmpty)
{
Audio.PlayPredicted(component.SoundEject, revolverUid, user);
UpdateAmmoCount(revolverUid);
UpdateAmmoCount(revolverUid, prediction: false);
UpdateRevolverAppearance(revolverUid, component);
Dirty(revolverUid, component);
}
@@ -328,51 +352,63 @@ public partial class SharedGunSystem
{
var index = (currentIndex + i) % component.Capacity;
var chamber = component.Chambers[index];
EntityUid? ent = null;
// Get unspawned ent first if possible.
if (chamber != null)
// Get contained entity if it exists.
if (component.AmmoSlots[index] != null)
{
ent = component.AmmoSlots[index]!;
component.Chambers[index] = false;
}
// Try to spawn a round if it's available.
else if (chamber != null)
{
if (chamber == true)
{
// TODO: This is kinda sussy boy
var ent = Spawn(component.FillPrototype, args.Coordinates);
// Pretend it's always been there.
ent = Spawn(component.FillPrototype, args.Coordinates);
if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
if (!_netManager.IsClient)
{
component.Chambers[index] = false;
SetCartridgeSpent(ent, cartridge, true);
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
args.Ammo.Add((spawned, EnsureShootable(spawned)));
Del(ent);
continue;
component.AmmoSlots[index] = ent;
Containers.Insert(ent.Value, component.AmmoContainer);
}
component.Chambers[i] = null;
args.Ammo.Add((ent, EnsureShootable(ent)));
component.Chambers[index] = false;
}
}
else if (component.AmmoSlots[index] != null)
// Chamber empty or spent
if (ent == null)
continue;
if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
{
var ent = component.AmmoSlots[index]!;
if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
{
if (cartridge.Spent)
continue;
SetCartridgeSpent(ent.Value, cartridge, true);
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
args.Ammo.Add((spawned, EnsureShootable(spawned)));
if (cartridge.Spent)
continue;
}
Containers.Remove(ent.Value, component.AmmoContainer);
component.AmmoSlots[index] = null;
args.Ammo.Add((ent.Value, EnsureShootable(ent.Value)));
TransformSystem.SetCoordinates(ent.Value, args.Coordinates);
// Mark cartridge as spent and if it's caseless delete from the chamber slot.
SetCartridgeSpent(ent.Value, cartridge, true);
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
if (cartridge.DeleteOnSpawn)
component.Chambers[index] = null;
}
else
{
component.Chambers[index] = null;
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
}
// Delete the cartridge entity on client
if (_netManager.IsClient)
{
QueueDel(ent);
}
}
UpdateAmmoCount(uid, prediction: false);
UpdateRevolverAppearance(uid, component);
Dirty(uid, component);
}