Files
tbd-station-14/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.BasicEntity.cs
Kara 47262a6998 Gun auto state handlers (#15186)
* battery auto state

* basic entity autostate

* ballistic autostate

* flyby

* cartridge ammo

* gun

* Revert "battery auto state"

This reverts commit 35b7d62f303fddb0edd9eb7a922e3c26b7a5f7fb.

* silly
2023-04-13 18:08:56 -07:00

82 lines
2.7 KiB
C#

using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
protected virtual void InitializeBasicEntity()
{
SubscribeLocalEvent<BasicEntityAmmoProviderComponent, ComponentInit>(OnBasicEntityInit);
SubscribeLocalEvent<BasicEntityAmmoProviderComponent, TakeAmmoEvent>(OnBasicEntityTakeAmmo);
SubscribeLocalEvent<BasicEntityAmmoProviderComponent, GetAmmoCountEvent>(OnBasicEntityAmmoCount);
}
private void OnBasicEntityInit(EntityUid uid, BasicEntityAmmoProviderComponent component, ComponentInit args)
{
if (component.Count is null)
{
component.Count = component.Capacity;
Dirty(component);
}
UpdateBasicEntityAppearance(uid, component);
}
private void OnBasicEntityTakeAmmo(EntityUid uid, BasicEntityAmmoProviderComponent component, TakeAmmoEvent args)
{
for (int i = 0; i < args.Shots; i++)
{
if (component.Count <= 0)
return;
if (component.Count != null)
{
component.Count--;
}
var ent = Spawn(component.Proto, args.Coordinates);
args.Ammo.Add((ent, EnsureComp<AmmoComponent>(ent)));
}
UpdateBasicEntityAppearance(uid, component);
Dirty(component);
}
private void OnBasicEntityAmmoCount(EntityUid uid, BasicEntityAmmoProviderComponent component, ref GetAmmoCountEvent args)
{
args.Capacity = component.Capacity ?? int.MaxValue;
args.Count = component.Count ?? int.MaxValue;
}
private void UpdateBasicEntityAppearance(EntityUid uid, BasicEntityAmmoProviderComponent component)
{
if (!Timing.IsFirstTimePredicted || !TryComp<AppearanceComponent>(uid, out var appearance))
return;
Appearance.SetData(uid, AmmoVisuals.HasAmmo, component.Count != 0, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoCount, component.Count ?? int.MaxValue, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity ?? int.MaxValue, appearance);
}
#region Public API
public bool UpdateBasicEntityAmmoCount(EntityUid uid, int count, BasicEntityAmmoProviderComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (count > component.Capacity)
return false;
component.Count = count;
Dirty(component);
UpdateBasicEntityAppearance(uid, component);
return true;
}
#endregion
}