Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
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@@ -1,7 +1,8 @@
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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@@ -14,12 +15,14 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, UseInHandEvent>(OnUseInHandEvent);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
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}
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@@ -44,12 +47,15 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
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return;
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if (component.FireModes.Count < 2)
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return;
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if (!_accessReaderSystem.IsAllowed(args.User, uid))
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return;
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for (var i = 0; i < component.FireModes.Count; i++)
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{
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var fireMode = component.FireModes[i];
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@@ -62,11 +68,11 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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Category = VerbCategory.SelectType,
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Text = entProto.Name,
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Disabled = i == component.CurrentFireMode,
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Impact = LogImpact.Low,
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Impact = LogImpact.Medium,
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DoContactInteraction = true,
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Act = () =>
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{
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SetFireMode(uid, component, index, args.User);
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TrySetFireMode(uid, component, index, args.User);
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}
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};
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@@ -74,24 +80,31 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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}
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}
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private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
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private void OnUseInHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, UseInHandEvent args)
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{
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if (!args.Complex)
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return;
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if (component.FireModes.Count < 2)
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return;
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CycleFireMode(uid, component, args.User);
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TryCycleFireMode(uid, component, args.User);
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}
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private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
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public void TryCycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid? user = null)
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{
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if (component.FireModes.Count < 2)
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return;
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var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
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TrySetFireMode(uid, component, index, user);
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}
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public bool TrySetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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{
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if (index < 0 || index >= component.FireModes.Count)
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return false;
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if (user != null && !_accessReaderSystem.IsAllowed(user.Value, uid))
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return false;
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SetFireMode(uid, component, index, user);
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return true;
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}
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private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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@@ -100,26 +113,30 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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component.CurrentFireMode = index;
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Dirty(uid, component);
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if (_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
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{
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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_appearanceSystem.SetData(uid, BatteryWeaponFireModeVisuals.State, prototype.ID, appearance);
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if (user != null)
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_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
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}
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if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProviderComponent))
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{
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
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return;
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// TODO: Have this get the info directly from the batteryComponent when power is moved to shared.
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var OldFireCost = projectileBatteryAmmoProviderComponent.FireCost;
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projectileBatteryAmmoProviderComponent.Prototype = fireMode.Prototype;
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projectileBatteryAmmoProviderComponent.FireCost = fireMode.FireCost;
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float FireCostDiff = (float)fireMode.FireCost / (float)OldFireCost;
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projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots/FireCostDiff);
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projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity/FireCostDiff);
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projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots / FireCostDiff);
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projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity / FireCostDiff);
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Dirty(uid, projectileBatteryAmmoProviderComponent);
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var updateClientAmmoEvent = new UpdateClientAmmoEvent();
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RaiseLocalEvent(uid, ref updateClientAmmoEvent);
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if (user != null)
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{
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_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
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}
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}
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}
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}
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