Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/RangedMagazineComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

171 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
{
[RegisterComponent]
public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse
{
public override string Name => "RangedMagazine";
private Stack<IEntity> _spawnedAmmo = new Stack<IEntity>();
private Container _ammoContainer;
public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount;
public int Capacity => _capacity;
private int _capacity;
public MagazineType MagazineType => _magazineType;
private MagazineType _magazineType;
public BallisticCaliber Caliber => _caliber;
private BallisticCaliber _caliber;
private AppearanceComponent _appearanceComponent;
// If there's anything already in the magazine
private string _fillPrototype;
// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
// Generally you probablt don't want to use this
private int _unspawnedCount;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _magazineType, "magazineType", MagazineType.Unspecified);
serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
serializer.DataField(ref _fillPrototype, "fillPrototype", null);
serializer.DataField(ref _capacity, "capacity", 20);
}
void IMapInit.MapInit()
{
if (_fillPrototype != null)
{
_unspawnedCount += Capacity;
}
UpdateAppearance();
}
public override void Initialize()
{
base.Initialize();
_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-magazine", Owner, out var existing);
if (existing)
{
if (_ammoContainer.ContainedEntities.Count > Capacity)
{
throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity");
}
foreach (var entity in _ammoContainer.ContainedEntities)
{
_spawnedAmmo.Push(entity);
_unspawnedCount--;
}
}
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
{
_appearanceComponent = appearanceComponent;
}
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
}
private void UpdateAppearance()
{
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public bool TryInsertAmmo(IEntity user, IEntity ammo)
{
if (!ammo.TryGetComponent(out AmmoComponent ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
return false;
}
if (ShotsLeft >= Capacity)
{
Owner.PopupMessage(user, Loc.GetString("Magazine is full"));
return false;
}
_ammoContainer.Insert(ammo);
_spawnedAmmo.Push(ammo);
UpdateAppearance();
return true;
}
public IEntity TakeAmmo()
{
IEntity ammo = null;
// If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left)
if (_spawnedAmmo.TryPop(out var entity))
{
ammo = entity;
_ammoContainer.Remove(entity);
}
else if (_unspawnedCount > 0)
{
_unspawnedCount--;
ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
}
UpdateAppearance();
return ammo;
}
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
{
return false;
}
var ammo = TakeAmmo();
if (ammo == null)
{
return false;
}
var itemComponent = ammo.GetComponent<ItemComponent>();
if (!handsComponent.CanPutInHand(itemComponent))
{
ammo.Transform.GridPosition = eventArgs.User.Transform.GridPosition;
ServerRangedBarrelComponent.EjectCasing(ammo);
}
else
{
handsComponent.PutInHand(itemComponent);
}
return true;
}
}
}