using Content.Shared.Examine; using Content.Shared.Weapons.Ranged.Components; using Robust.Shared.Audio; using Robust.Shared.Audio.Systems; using Robust.Shared.Network; using Robust.Shared.Player; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Content.Shared.Weapons.Ranged.Systems; public sealed class RechargeBasicEntityAmmoSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly INetManager _netManager = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedGunSystem _gun = default!; [Dependency] private readonly MetaDataSystem _metadata = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInit); SubscribeLocalEvent(OnExamined); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var recharge, out var ammo)) { if (ammo.Count is null || ammo.Count == ammo.Capacity || recharge.NextCharge == null) continue; if (recharge.NextCharge > _timing.CurTime) continue; if (_gun.UpdateBasicEntityAmmoCount(uid, ammo.Count.Value + 1, ammo)) { // We don't predict this because occasionally on client it may not play. // PlayPredicted will still be predicted on the client. if (_netManager.IsServer) _audio.PlayPvs(recharge.RechargeSound, uid); } if (ammo.Count == ammo.Capacity) { recharge.NextCharge = null; Dirty(uid, recharge); continue; } recharge.NextCharge = recharge.NextCharge.Value + TimeSpan.FromSeconds(recharge.RechargeCooldown); Dirty(uid, recharge); } } private void OnInit(EntityUid uid, RechargeBasicEntityAmmoComponent component, MapInitEvent args) { component.NextCharge = _timing.CurTime; Dirty(uid, component); } private void OnExamined(EntityUid uid, RechargeBasicEntityAmmoComponent component, ExaminedEvent args) { if (!component.ShowExamineText) return; if (!TryComp(uid, out var ammo) || ammo.Count == ammo.Capacity || component.NextCharge == null) { args.PushMarkup(Loc.GetString("recharge-basic-entity-ammo-full")); return; } var timeLeft = component.NextCharge + _metadata.GetPauseTime(uid) - _timing.CurTime; args.PushMarkup(Loc.GetString("recharge-basic-entity-ammo-can-recharge", ("seconds", Math.Round(timeLeft.Value.TotalSeconds, 1)))); } public void Reset(EntityUid uid, RechargeBasicEntityAmmoComponent? recharge = null) { if (!Resolve(uid, ref recharge, false)) return; if (recharge.NextCharge == null || recharge.NextCharge < _timing.CurTime) { recharge.NextCharge = _timing.CurTime + TimeSpan.FromSeconds(recharge.RechargeCooldown); Dirty(uid, recharge); } } }