using Content.Shared.Interaction; using Content.Shared.Verbs; using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Robust.Shared.Containers; using Robust.Shared.GameStates; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Shared.Weapons.Ranged.Systems; public partial class SharedGunSystem { protected const string RevolverContainer = "revolver-ammo"; protected virtual void InitializeRevolver() { SubscribeLocalEvent(OnRevolverGetState); SubscribeLocalEvent(OnRevolverHandleState); SubscribeLocalEvent(OnRevolverInit); SubscribeLocalEvent(OnRevolverTakeAmmo); SubscribeLocalEvent>(OnRevolverVerbs); SubscribeLocalEvent(OnRevolverInteractUsing); SubscribeLocalEvent(OnRevolverGetAmmoCount); } private void OnRevolverGetAmmoCount(EntityUid uid, RevolverAmmoProviderComponent component, ref GetAmmoCountEvent args) { args.Count += GetRevolverCount(component); args.Capacity += component.Capacity; } private void OnRevolverInteractUsing(EntityUid uid, RevolverAmmoProviderComponent component, InteractUsingEvent args) { if (args.Handled) return; if (TryRevolverInsert(component, args.Used, args.User)) args.Handled = true; } private void OnRevolverGetState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentGetState args) { args.State = new RevolverAmmoProviderComponentState { CurrentIndex = component.CurrentIndex, AmmoSlots = component.AmmoSlots, Chambers = component.Chambers, }; } private void OnRevolverHandleState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentHandleState args) { if (args.Current is not RevolverAmmoProviderComponentState state) return; var oldIndex = component.CurrentIndex; component.CurrentIndex = state.CurrentIndex; component.Chambers = new bool?[state.Chambers.Length]; // Need to copy across the state rather than the ref. for (var i = 0; i < component.AmmoSlots.Count; i++) { component.AmmoSlots[i] = state.AmmoSlots[i]; component.Chambers[i] = state.Chambers[i]; } // Handle spins if (Timing.IsFirstTimePredicted) { if (oldIndex != state.CurrentIndex) UpdateAmmoCount(uid); } } public bool TryRevolverInsert(RevolverAmmoProviderComponent component, EntityUid uid, EntityUid? user) { if (component.Whitelist?.IsValid(uid, EntityManager) == false) return false; for (var i = 0; i < component.Capacity; i++) { var index = (component.CurrentIndex + i) % component.Capacity; if (component.AmmoSlots[index] != null || component.Chambers[index] != null) continue; component.AmmoSlots[index] = uid; component.AmmoContainer.Insert(uid); PlaySound(component.Owner, component.SoundInsert?.GetSound(Random, ProtoManager), user); Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user); UpdateRevolverAppearance(component); UpdateAmmoCount(uid); Dirty(component); return true; } Popup(Loc.GetString("gun-revolver-full"), component.Owner, user); return false; } private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract || args.Hands == null) return; args.Verbs.Add(new Verb() { Text = Loc.GetString("gun-revolver-empty"), Disabled = !AnyRevolverCartridges(component), Act = () => EmptyRevolver(component, args.User) }); args.Verbs.Add(new Verb() { Text = Loc.GetString("gun-revolver-spin"), // Category = VerbCategory.G, Act = () => SpinRevolver(component, args.User) }); } private bool AnyRevolverCartridges(RevolverAmmoProviderComponent component) { for (var i = 0; i < component.Capacity; i++) { if (component.Chambers[i] != null || component.AmmoSlots[i] != null) return true; } return false; } private int GetRevolverCount(RevolverAmmoProviderComponent component) { var count = 0; for (var i = 0; i < component.Capacity; i++) { if (component.Chambers[i] != null || component.AmmoSlots[i] != null) { count++; } } return count; } private int GetRevolverUnspentCount(RevolverAmmoProviderComponent component) { var count = 0; for (var i = 0; i < component.Capacity; i++) { var chamber = component.Chambers[i]; if (chamber == true) { count++; continue; } var ammo = component.AmmoSlots[i]; if (TryComp(ammo, out var cartridge) && !cartridge.Spent) { count++; } } return count; } public void EmptyRevolver(RevolverAmmoProviderComponent component, EntityUid? user = null) { var xform = Transform(component.Owner); var mapCoordinates = xform.MapPosition; var anyEmpty = false; for (var i = 0; i < component.Capacity; i++) { var chamber = component.Chambers[i]; var slot = component.AmmoSlots[i]; if (slot == null) { if (chamber == null) continue; // Too lazy to make a new method don't sue me. if (!_netManager.IsClient) { var uid = Spawn(component.FillPrototype, mapCoordinates); if (TryComp(uid, out var cartridge)) SetCartridgeSpent(cartridge, !(bool) chamber); EjectCartridge(uid); } component.Chambers[i] = null; anyEmpty = true; } else { component.AmmoSlots[i] = null; component.AmmoContainer.Remove(slot.Value); if (!_netManager.IsClient) EjectCartridge(slot.Value); anyEmpty = true; } } if (anyEmpty) { PlaySound(component.Owner, component.SoundEject?.GetSound(Random, ProtoManager), user); UpdateAmmoCount(component.Owner); UpdateRevolverAppearance(component); Dirty(component); } } private void UpdateRevolverAppearance(RevolverAmmoProviderComponent component) { if (!TryComp(component.Owner, out var appearance)) return; var count = GetRevolverCount(component); appearance.SetData(AmmoVisuals.HasAmmo, count != 0); appearance.SetData(AmmoVisuals.AmmoCount, count); appearance.SetData(AmmoVisuals.AmmoMax, component.Capacity); } protected virtual void SpinRevolver(RevolverAmmoProviderComponent component, EntityUid? user = null) { PlaySound(component.Owner, component.SoundSpin?.GetSound(Random, ProtoManager), user); Popup(Loc.GetString("gun-revolver-spun"), component.Owner, user); } private void OnRevolverTakeAmmo(EntityUid uid, RevolverAmmoProviderComponent component, TakeAmmoEvent args) { var currentIndex = component.CurrentIndex; Cycle(component, args.Shots); // Revolvers provide the bullets themselves rather than the cartridges so they stay in the revolver. for (var i = 0; i < args.Shots; i++) { var index = (currentIndex + i) % component.Capacity; var chamber = component.Chambers[index]; // Get unspawned ent first if possible. if (chamber != null) { if (chamber == true) { // TODO: This is kinda sussy boy var ent = Spawn(component.FillPrototype, args.Coordinates); if (TryComp(ent, out var cartridge)) { component.Chambers[index] = false; SetCartridgeSpent(cartridge, true); args.Ammo.Add(EnsureComp(Spawn(cartridge.Prototype, args.Coordinates))); Del(ent); continue; } component.Chambers[i] = null; args.Ammo.Add(EnsureComp(ent)); } } else if (component.AmmoSlots[index] != null) { var ent = component.AmmoSlots[index]!; if (TryComp(ent, out var cartridge)) { if (cartridge.Spent) continue; SetCartridgeSpent(cartridge, true); args.Ammo.Add(EnsureComp(Spawn(cartridge.Prototype, args.Coordinates))); continue; } component.AmmoContainer.Remove(ent.Value); component.AmmoSlots[index] = null; args.Ammo.Add(EnsureComp(ent.Value)); Transform(ent.Value).Coordinates = args.Coordinates; } } UpdateRevolverAppearance(component); Dirty(component); } private void Cycle(RevolverAmmoProviderComponent component, int count = 1) { component.CurrentIndex = (component.CurrentIndex + count) % component.Capacity; } private void OnRevolverInit(EntityUid uid, RevolverAmmoProviderComponent component, ComponentInit args) { component.AmmoContainer = Containers.EnsureContainer(uid, RevolverContainer); component.AmmoSlots.EnsureCapacity(component.Capacity); var remainder = component.Capacity - component.AmmoSlots.Count; for (var i = 0; i < remainder; i++) { component.AmmoSlots.Add(null); } component.Chambers = new bool?[component.Capacity]; if (component.FillPrototype != null) { for (var i = 0; i < component.Capacity; i++) { if (component.AmmoSlots[i] != null) { component.Chambers[i] = null; continue; } component.Chambers[i] = true; } } DebugTools.Assert(component.AmmoSlots.Count == component.Capacity); } [Serializable, NetSerializable] protected sealed class RevolverAmmoProviderComponentState : ComponentState { public int CurrentIndex; public List AmmoSlots = default!; public bool?[] Chambers = default!; } public sealed class RevolverSpinEvent : EntityEventArgs { } }