Files
tbd-station-14/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Interactions.cs
2023-02-26 18:48:57 +11:00

101 lines
3.5 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
private void OnExamine(EntityUid uid, GunComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange || !component.ShowExamineText)
return;
args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor), ("mode", GetLocSelector(component.SelectedMode))));
args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor), ("fireRate", component.FireRate)));
}
private string GetLocSelector(SelectiveFire mode)
{
return Loc.GetString($"gun-{mode.ToString()}");
}
private void OnAltVerb(EntityUid uid, GunComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.SelectedMode == component.AvailableModes)
return;
var nextMode = GetNextMode(component);
AlternativeVerb verb = new()
{
Act = () => SelectFire(component, nextMode, args.User),
Text = Loc.GetString("gun-selector-verb", ("mode", GetLocSelector(nextMode))),
Icon = new SpriteSpecifier.Texture(new ResourcePath("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
};
args.Verbs.Add(verb);
}
private SelectiveFire GetNextMode(GunComponent component)
{
var modes = new List<SelectiveFire>();
foreach (var mode in Enum.GetValues<SelectiveFire>())
{
if ((mode & component.AvailableModes) == 0x0) continue;
modes.Add(mode);
}
var index = modes.IndexOf(component.SelectedMode);
return modes[(index + 1) % modes.Count];
}
private void SelectFire(GunComponent component, SelectiveFire fire, EntityUid? user = null)
{
if (component.SelectedMode == fire) return;
DebugTools.Assert((component.AvailableModes & fire) != 0x0);
component.SelectedMode = fire;
var curTime = Timing.CurTime;
var cooldown = TimeSpan.FromSeconds(InteractNextFire);
if (component.NextFire < curTime)
component.NextFire = curTime + cooldown;
else
component.NextFire += cooldown;
Audio.PlayPredicted(component.SoundModeToggle, component.Owner, user);
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), component.Owner, user);
Dirty(component);
}
/// <summary>
/// Cycles the gun's <see cref="SelectiveFire"/> to the next available one.
/// </summary>
public void CycleFire(GunComponent component, EntityUid? user = null)
{
// Noop
if (component.SelectedMode == component.AvailableModes) return;
DebugTools.Assert((component.AvailableModes & component.SelectedMode) == component.SelectedMode);
var nextMode = GetNextMode(component);
SelectFire(component, nextMode, user);
}
// TODO: Actions need doing for guns anyway.
private sealed class CycleModeEvent : InstantActionEvent
{
public SelectiveFire Mode;
}
private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
{
SelectFire(component, args.Mode, args.Performer);
}
}