* 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
273 lines
9.5 KiB
C#
273 lines
9.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.GameObjects.Components.GUI;
|
|
using Content.Server.GameObjects.Components.Power;
|
|
using Content.Server.GameObjects.Components.Projectiles;
|
|
using Content.Shared.GameObjects;
|
|
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.Components.Container;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
|
|
{
|
|
[RegisterComponent]
|
|
public sealed class ServerBatteryBarrelComponent : ServerRangedBarrelComponent
|
|
{
|
|
public override string Name => "BatteryBarrel";
|
|
|
|
// The minimum change we need before we can fire
|
|
[ViewVariables] private float _lowerChargeLimit;
|
|
[ViewVariables] private int _baseFireCost;
|
|
// What gets fired
|
|
[ViewVariables] private string _ammoPrototype;
|
|
|
|
[ViewVariables] public IEntity PowerCellEntity => _powerCellContainer.ContainedEntity;
|
|
public BatteryComponent PowerCell => _powerCellContainer.ContainedEntity.GetComponent<BatteryComponent>();
|
|
private ContainerSlot _powerCellContainer;
|
|
private ContainerSlot _ammoContainer;
|
|
private string _powerCellPrototype;
|
|
[ViewVariables] private bool _powerCellRemovable;
|
|
|
|
public override int ShotsLeft
|
|
{
|
|
get
|
|
{
|
|
var powerCell = _powerCellContainer.ContainedEntity;
|
|
|
|
if (powerCell == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return (int) Math.Ceiling(powerCell.GetComponent<BatteryComponent>().CurrentCharge / _baseFireCost);
|
|
}
|
|
}
|
|
|
|
public override int Capacity
|
|
{
|
|
get
|
|
{
|
|
var powerCell = _powerCellContainer.ContainedEntity;
|
|
|
|
if (powerCell == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return (int) Math.Ceiling((float) (powerCell.GetComponent<BatteryComponent>().MaxCharge / _baseFireCost));
|
|
}
|
|
}
|
|
|
|
private AppearanceComponent _appearanceComponent;
|
|
|
|
// Sounds
|
|
private string _soundPowerCellInsert;
|
|
private string _soundPowerCellEject;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _powerCellPrototype, "powerCellPrototype", null);
|
|
serializer.DataField(ref _powerCellRemovable, "powerCellRemovable", false);
|
|
serializer.DataField(ref _baseFireCost, "fireCost", 300);
|
|
serializer.DataField(ref _ammoPrototype, "ammoPrototype", null);
|
|
serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
|
|
serializer.DataField(ref _soundPowerCellInsert, "soundPowerCellInsert", null);
|
|
serializer.DataField(ref _soundPowerCellEject, "soundPowerCellEject", null);
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
_powerCellContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powercell-container", Owner, out var existing);
|
|
if (!existing && _powerCellPrototype != null)
|
|
{
|
|
var powerCellEntity = Owner.EntityManager.SpawnEntity(_powerCellPrototype, Owner.Transform.GridPosition);
|
|
_powerCellContainer.Insert(powerCellEntity);
|
|
}
|
|
|
|
if (_ammoPrototype != null)
|
|
{
|
|
_ammoContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-ammo-container", Owner);
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
|
|
{
|
|
_appearanceComponent = appearanceComponent;
|
|
}
|
|
|
|
UpdateAppearance();
|
|
}
|
|
|
|
public void UpdateAppearance()
|
|
{
|
|
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, _powerCellContainer.ContainedEntity != null);
|
|
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
|
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
|
}
|
|
|
|
public override IEntity PeekAmmo()
|
|
{
|
|
// Spawn a dummy entity because it's easier to work with I guess
|
|
// This will get re-used for the projectile
|
|
var ammo = _ammoContainer.ContainedEntity;
|
|
if (ammo == null)
|
|
{
|
|
ammo = Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition);
|
|
_ammoContainer.Insert(ammo);
|
|
}
|
|
|
|
return ammo;
|
|
}
|
|
|
|
public override IEntity TakeProjectile(GridCoordinates spawnAtGrid, MapCoordinates spawnAtMap)
|
|
{
|
|
var powerCellEntity = _powerCellContainer.ContainedEntity;
|
|
|
|
if (powerCellEntity == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var capacitor = powerCellEntity.GetComponent<BatteryComponent>();
|
|
if (capacitor.CurrentCharge < _lowerChargeLimit)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// Can fire confirmed
|
|
// Multiply the entity's damage / whatever by the percentage of charge the shot has.
|
|
IEntity entity;
|
|
var chargeChange = Math.Min(capacitor.CurrentCharge, _baseFireCost);
|
|
capacitor.UseCharge(chargeChange);
|
|
var energyRatio = chargeChange / _baseFireCost;
|
|
|
|
if (_ammoContainer.ContainedEntity != null)
|
|
{
|
|
entity = _ammoContainer.ContainedEntity;
|
|
_ammoContainer.Remove(entity);
|
|
}
|
|
else
|
|
{
|
|
entity = Owner.Transform.GridID != GridId.Invalid ?
|
|
Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition)
|
|
: Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.MapPosition);
|
|
}
|
|
|
|
if (entity.TryGetComponent(out ProjectileComponent projectileComponent))
|
|
{
|
|
if (energyRatio < 1.0)
|
|
{
|
|
var newDamages = new Dictionary<DamageType, int>(projectileComponent.Damages.Count);
|
|
foreach (var (damageType, damage) in projectileComponent.Damages)
|
|
{
|
|
newDamages.Add(damageType, (int) (damage * energyRatio));
|
|
}
|
|
|
|
projectileComponent.Damages = newDamages;
|
|
}
|
|
} else if (entity.TryGetComponent(out HitscanComponent hitscanComponent))
|
|
{
|
|
hitscanComponent.Damage *= energyRatio;
|
|
hitscanComponent.ColorModifier = energyRatio;
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Ammo doesn't have hitscan or projectile?");
|
|
}
|
|
|
|
UpdateAppearance();
|
|
//Dirty();
|
|
return entity;
|
|
}
|
|
|
|
public bool TryInsertPowerCell(IEntity entity)
|
|
{
|
|
if (_powerCellContainer.ContainedEntity != null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!entity.HasComponent<BatteryComponent>())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (_soundPowerCellInsert != null)
|
|
{
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellInsert, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
|
|
}
|
|
|
|
_powerCellContainer.Insert(entity);
|
|
UpdateAppearance();
|
|
//Dirty();
|
|
return true;
|
|
}
|
|
|
|
private IEntity RemovePowerCell()
|
|
{
|
|
if (!_powerCellRemovable || _powerCellContainer.ContainedEntity == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var entity = _powerCellContainer.ContainedEntity;
|
|
_powerCellContainer.Remove(entity);
|
|
if (_soundPowerCellEject != null)
|
|
{
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellEject, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
|
|
}
|
|
|
|
UpdateAppearance();
|
|
//Dirty();
|
|
return entity;
|
|
}
|
|
|
|
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
|
{
|
|
if (!_powerCellRemovable)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent) ||
|
|
PowerCellEntity == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var itemComponent = PowerCellEntity.GetComponent<ItemComponent>();
|
|
if (!handsComponent.CanPutInHand(itemComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var powerCell = RemovePowerCell();
|
|
handsComponent.PutInHand(itemComponent);
|
|
powerCell.Transform.GridPosition = eventArgs.User.Transform.GridPosition;
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
if (!eventArgs.Using.HasComponent<BatteryComponent>())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return TryInsertPowerCell(eventArgs.Using);
|
|
}
|
|
}
|
|
}
|