Make failing to fire a gun that requires wielding not delay the next shot (#27973)
Make failing to fire a wield-only gun not delay the next shot
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@@ -6,8 +6,13 @@ namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Indicates that this gun requires wielding to be useable.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(WieldableSystem))]
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public sealed partial class GunRequiresWieldComponent : Component
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{
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[DataField, AutoNetworkedField]
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public TimeSpan LastPopup;
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[DataField, AutoNetworkedField]
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public TimeSpan PopupCooldown = TimeSpan.FromSeconds(1);
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}
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@@ -1,3 +1,5 @@
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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@@ -15,7 +17,7 @@ public record struct ShotAttemptedEvent
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/// <summary>
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/// The gun being shot.
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/// </summary>
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public EntityUid Used;
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public Entity<GunComponent> Used;
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public bool Cancelled { get; private set; }
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@@ -239,7 +239,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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var prevention = new ShotAttemptedEvent
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{
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User = user,
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Used = gunUid
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Used = (gunUid, gun)
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};
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RaiseLocalEvent(gunUid, ref prevention);
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if (prevention.Cancelled)
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@@ -16,7 +16,7 @@ using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Shared.Wieldable;
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@@ -30,6 +30,7 @@ public sealed class WieldableSystem : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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@@ -42,7 +43,7 @@ public sealed class WieldableSystem : EntitySystem
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
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SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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@@ -61,16 +62,21 @@ public sealed class WieldableSystem : EntitySystem
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}
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}
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref AttemptShootEvent args)
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancelled = true;
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args.Cancel();
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if (!HasComp<MeleeWeaponComponent>(uid) && !HasComp<MeleeRequiresWieldComponent>(uid))
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var time = _timing.CurTime;
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if (time > component.LastPopup + component.PopupCooldown &&
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!HasComp<MeleeWeaponComponent>(uid) &&
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!HasComp<MeleeRequiresWieldComponent>(uid))
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{
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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component.LastPopup = time;
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var message = Loc.GetString("wieldable-component-requires", ("item", uid));
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_popupSystem.PopupClient(message, args.Used, args.User);
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}
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}
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}
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