using System; using System.Collections.Generic; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels; using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Robust.Server.GameObjects; using Robust.Server.GameObjects.Components.Container; using Robust.Server.Interfaces.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Localization; using Robust.Shared.Serialization; namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition { [RegisterComponent] public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse { public override string Name => "RangedMagazine"; private Stack _spawnedAmmo = new Stack(); private Container _ammoContainer; public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount; public int Capacity => _capacity; private int _capacity; public MagazineType MagazineType => _magazineType; private MagazineType _magazineType; public BallisticCaliber Caliber => _caliber; private BallisticCaliber _caliber; private AppearanceComponent _appearanceComponent; // If there's anything already in the magazine private string _fillPrototype; // By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn // Generally you probablt don't want to use this private int _unspawnedCount; public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _magazineType, "magazineType", MagazineType.Unspecified); serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified); serializer.DataField(ref _fillPrototype, "fillPrototype", null); serializer.DataField(ref _capacity, "capacity", 20); } void IMapInit.MapInit() { if (_fillPrototype != null) { _unspawnedCount += Capacity; } UpdateAppearance(); } public override void Initialize() { base.Initialize(); _ammoContainer = ContainerManagerComponent.Ensure($"{Name}-magazine", Owner, out var existing); if (existing) { if (_ammoContainer.ContainedEntities.Count > Capacity) { throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity"); } foreach (var entity in _ammoContainer.ContainedEntities) { _spawnedAmmo.Push(entity); _unspawnedCount--; } } if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent)) { _appearanceComponent = appearanceComponent; } _appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true); } private void UpdateAppearance() { _appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft); _appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity); } public bool TryInsertAmmo(IEntity user, IEntity ammo) { if (!ammo.TryGetComponent(out AmmoComponent ammoComponent)) { return false; } if (ammoComponent.Caliber != _caliber) { Owner.PopupMessage(user, Loc.GetString("Wrong caliber")); return false; } if (ShotsLeft >= Capacity) { Owner.PopupMessage(user, Loc.GetString("Magazine is full")); return false; } _ammoContainer.Insert(ammo); _spawnedAmmo.Push(ammo); UpdateAppearance(); return true; } public IEntity TakeAmmo() { IEntity ammo = null; // If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left) if (_spawnedAmmo.TryPop(out var entity)) { ammo = entity; _ammoContainer.Remove(entity); } else if (_unspawnedCount > 0) { _unspawnedCount--; ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition); } UpdateAppearance(); return ammo; } bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs) { return TryInsertAmmo(eventArgs.User, eventArgs.Using); } bool IUse.UseEntity(UseEntityEventArgs eventArgs) { if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent)) { return false; } var ammo = TakeAmmo(); if (ammo == null) { return false; } var itemComponent = ammo.GetComponent(); if (!handsComponent.CanPutInHand(itemComponent)) { ammo.Transform.GridPosition = eventArgs.User.Transform.GridPosition; ServerRangedBarrelComponent.EjectCasing(ammo); } else { handsComponent.PutInHand(itemComponent); } return true; } } }