using System.Collections.Generic; using System.Threading.Tasks; using Content.Server.Hands.Components; using Content.Server.Items; using Content.Server.Weapon.Ranged.Barrels.Components; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Weapons.Ranged.Barrels.Components; using Robust.Shared.Containers; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Weapon.Ranged.Ammunition.Components { /// /// Used to load certain ranged weapons quickly /// [RegisterComponent] public class SpeedLoaderComponent : Component, IAfterInteract, IInteractUsing, IMapInit, IUse { public override string Name => "SpeedLoader"; [DataField("caliber")] private BallisticCaliber _caliber = BallisticCaliber.Unspecified; public int Capacity => _capacity; [DataField("capacity")] private int _capacity = 6; private Container _ammoContainer = default!; private Stack _spawnedAmmo = new(); private int _unspawnedCount; public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount; [DataField("fillPrototype")] private string? _fillPrototype = default; protected override void Initialize() { base.Initialize(); _ammoContainer = ContainerHelpers.EnsureContainer(Owner, $"{Name}-container", out var existing); if (existing) { foreach (var ammo in _ammoContainer.ContainedEntities) { _unspawnedCount--; _spawnedAmmo.Push(ammo); } } } void IMapInit.MapInit() { _unspawnedCount += _capacity; UpdateAppearance(); } private void UpdateAppearance() { if (IoCManager.Resolve().TryGetComponent(Owner, out AppearanceComponent? appearanceComponent)) { appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true); appearanceComponent?.SetData(AmmoVisuals.AmmoCount, AmmoLeft); appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity); } } public bool TryInsertAmmo(EntityUid user, EntityUid entity) { if (!IoCManager.Resolve().TryGetComponent(entity, out AmmoComponent? ammoComponent)) { return false; } if (ammoComponent.Caliber != _caliber) { Owner.PopupMessage(user, Loc.GetString("speed-loader-component-try-insert-ammo-wrong-caliber")); return false; } if (AmmoLeft >= Capacity) { Owner.PopupMessage(user, Loc.GetString("speed-loader-component-try-insert-ammo-no-room")); return false; } _spawnedAmmo.Push(entity); _ammoContainer.Insert(entity); UpdateAppearance(); return true; } private bool UseEntity(EntityUid user) { if (!IoCManager.Resolve().TryGetComponent(user, out HandsComponent? handsComponent)) { return false; } var ammo = TakeAmmo(); if (ammo == default) { return false; } var itemComponent = IoCManager.Resolve().GetComponent(ammo); if (!handsComponent.CanPutInHand(itemComponent)) { ServerRangedBarrelComponent.EjectCasing(ammo); } else { handsComponent.PutInHand(itemComponent); } UpdateAppearance(); return true; } private EntityUid TakeAmmo() { if (_spawnedAmmo.TryPop(out var entity)) { _ammoContainer.Remove(entity); return entity; } if (_unspawnedCount > 0) { entity = IoCManager.Resolve().SpawnEntity(_fillPrototype, IoCManager.Resolve().GetComponent(Owner).Coordinates); _unspawnedCount--; } return entity; } async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs) { if (eventArgs.Target == null) { return false; } // This area is dirty but not sure of an easier way to do it besides add an interface or somethin var changed = false; var entities = IoCManager.Resolve(); if (entities.TryGetComponent(eventArgs.Target.Value, out RevolverBarrelComponent? revolverBarrel)) { for (var i = 0; i < Capacity; i++) { var ammo = TakeAmmo(); if (ammo == default) { break; } if (revolverBarrel.TryInsertBullet(eventArgs.User, ammo)) { changed = true; continue; } // Take the ammo back TryInsertAmmo(eventArgs.User, ammo); break; } } else if (IoCManager.Resolve().TryGetComponent(eventArgs.Target.Value, out BoltActionBarrelComponent? boltActionBarrel)) { for (var i = 0; i < Capacity; i++) { var ammo = TakeAmmo(); if (ammo == default) { break; } if (boltActionBarrel.TryInsertBullet(eventArgs.User, ammo)) { changed = true; continue; } // Take the ammo back TryInsertAmmo(eventArgs.User, ammo); break; } } if (changed) { UpdateAppearance(); } return true; } async Task IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs) { return TryInsertAmmo(eventArgs.User, eventArgs.Using); } bool IUse.UseEntity(UseEntityEventArgs eventArgs) { return UseEntity(eventArgs.User); } } }