101 lines
3.5 KiB
C#
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);
|
|
}
|
|
}
|