Files
tbd-station-14/Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
Ed a2d5d74b46 Star Wars 14: Shuttle weapon update (#23644)
* setup codebase

* make auto-fire, but its broken

* collider problem

* fix rate, add toggle port

* add laser

* power cages

* ginormous cells

* fix inhand

* add pirate cannon

* salvage gun

* functional Nuke cannon

* rewrite to standart grenade

* fix naming, add emp sprite

* grenade cartridge

* thruster fix

* nuke cannon

* audio + visual polish

* balance tweak

* tweaks

* laser balance tweak: new Electronic damage modifier set, reduce structural cannon damage

* resprite energy cages, start implementing in game

* fix cage recharger craft

* add small laser gun

* fix colliders

* add  lasers and ptk to research and crafting

* finish implementing weapon to rnd and sec

* some fixes

* splitted grenades and cannon balls

* integrate new cannon balls

* tweaks stick

* move circuits to sectechfab, fix

* fix?

* add ability to E shoot, without signals

* fix!

* fix?!?! and naming tweak

* go!

* Lank fix

* oh

* mornings don't start with coffee.

* the morning starts with bug fixes.

* fucking bugs!

* finally

* it is now possible to craft projectiles separately from cartridges

* +2 fix

* refactor

* piu

* More weight

* add AutoShootGunComponent

* move autoshoot to partial

* SetEnabled()

* some fixes

* remove CanShootWithoutUser field

* remove null-checks ToCoordinates from AttemptShoot()

* war without reason

* return to home

* ?

* forgot remove it

* review

* Fix formatting and update path

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-01-21 19:58:40 +11:00

130 lines
4.7 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Storage.EntitySystems;
using Content.Server.Stunnable;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Interaction;
using Content.Shared.PneumaticCannon;
using Content.Shared.StatusEffect;
using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Containers;
namespace Content.Server.PneumaticCannon;
public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
{
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly GasTankSystem _gasTank = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PneumaticCannonComponent, InteractUsingEvent>(OnInteractUsing, before: new []{ typeof(StorageSystem) });
SubscribeLocalEvent<PneumaticCannonComponent, GunShotEvent>(OnShoot);
SubscribeLocalEvent<PneumaticCannonComponent, ContainerIsInsertingAttemptEvent>(OnContainerInserting);
}
private void OnInteractUsing(EntityUid uid, PneumaticCannonComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp<ToolComponent>(args.Used, out var tool))
return;
if (!tool.Qualities.Contains(component.ToolModifyPower))
return;
var val = (int) component.Power;
val = (val + 1) % (int) PneumaticCannonPower.Len;
component.Power = (PneumaticCannonPower) val;
Popup.PopupEntity(Loc.GetString("pneumatic-cannon-component-change-power",
("power", component.Power.ToString())), uid, args.User);
if (TryComp<GunComponent>(uid, out var gun))
{
gun.ProjectileSpeed = GetProjectileSpeedFromPower(component);
}
args.Handled = true;
}
private void OnContainerInserting(EntityUid uid, PneumaticCannonComponent component, ContainerIsInsertingAttemptEvent args)
{
if (args.Container.ID != PneumaticCannonComponent.TankSlotId)
return;
if (!TryComp<GasTankComponent>(args.EntityUid, out var gas))
return;
// only accept tanks if it uses gas
if (gas.Air.TotalMoles >= component.GasUsage && component.GasUsage > 0f)
return;
args.Cancel();
}
private void OnShoot(Entity<PneumaticCannonComponent> cannon, ref GunShotEvent args)
{
var (uid, component) = cannon;
// require a gas tank if it uses gas
var gas = GetGas(cannon);
if (gas == null && component.GasUsage > 0f)
return;
if (TryComp<StatusEffectsComponent>(args.User, out var status)
&& component.Power == PneumaticCannonPower.High)
{
_stun.TryParalyze(args.User, TimeSpan.FromSeconds(component.HighPowerStunTime), true, status);
Popup.PopupEntity(Loc.GetString("pneumatic-cannon-component-power-stun",
("cannon", uid)), cannon, args.User);
}
// ignore gas stuff if the cannon doesn't use any
if (gas == null)
return;
// this should always be possible, as we'll eject the gas tank when it no longer is
var environment = _atmos.GetContainingMixture(cannon, false, true);
var removed = _gasTank.RemoveAir(gas.Value, component.GasUsage);
if (environment != null && removed != null)
{
_atmos.Merge(environment, removed);
}
if (gas.Value.Comp.Air.TotalMoles >= component.GasUsage)
return;
// eject gas tank
_slots.TryEject(uid, PneumaticCannonComponent.TankSlotId, args.User, out _);
}
/// <summary>
/// Returns whether the pneumatic cannon has enough gas to shoot an item, as well as the tank itself.
/// </summary>
private Entity<GasTankComponent>? GetGas(EntityUid uid)
{
if (!Container.TryGetContainer(uid, PneumaticCannonComponent.TankSlotId, out var container) ||
container is not ContainerSlot slot || slot.ContainedEntity is not {} contained)
return null;
return TryComp<GasTankComponent>(contained, out var gasTank) ? (contained, gasTank) : null;
}
private float GetProjectileSpeedFromPower(PneumaticCannonComponent component)
{
return component.Power switch
{
PneumaticCannonPower.High => component.BaseProjectileSpeed * 4f,
PneumaticCannonPower.Medium => component.BaseProjectileSpeed,
PneumaticCannonPower.Low or _ => component.BaseProjectileSpeed * 0.5f,
};
}
}