Files
tbd-station-14/Content.Server/Weapon/Ranged/Ammunition/Components/SpeedLoaderComponent.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

218 lines
6.7 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Hands.Components;
using Content.Server.Weapon.Ranged.Barrels.Components;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Weapons.Ranged.Barrels.Components;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Weapon.Ranged.Ammunition.Components
{
/// <summary>
/// Used to load certain ranged weapons quickly
/// </summary>
[RegisterComponent]
public class SpeedLoaderComponent : Component, IAfterInteract, IInteractUsing, IMapInit, IUse
{
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "SpeedLoader";
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
public int Capacity => _capacity;
[DataField("capacity")]
private int _capacity = 6;
private Container _ammoContainer = default!;
private Stack<EntityUid> _spawnedAmmo = new();
private int _unspawnedCount;
public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount;
[DataField("fillPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
private string? _fillPrototype;
protected override void Initialize()
{
base.Initialize();
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-container", out var existing);
if (existing)
{
foreach (var ammo in _ammoContainer.ContainedEntities)
{
_unspawnedCount--;
_spawnedAmmo.Push(ammo);
}
}
}
void IMapInit.MapInit()
{
_unspawnedCount += _capacity;
UpdateAppearance();
}
private void UpdateAppearance()
{
if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearanceComponent))
{
appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
appearanceComponent?.SetData(AmmoVisuals.AmmoCount, AmmoLeft);
appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
}
}
public bool TryInsertAmmo(EntityUid user, EntityUid entity)
{
if (!_entMan.TryGetComponent(entity, out AmmoComponent? ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(user, Loc.GetString("speed-loader-component-try-insert-ammo-wrong-caliber"));
return false;
}
if (AmmoLeft >= Capacity)
{
Owner.PopupMessage(user, Loc.GetString("speed-loader-component-try-insert-ammo-no-room"));
return false;
}
_spawnedAmmo.Push(entity);
_ammoContainer.Insert(entity);
UpdateAppearance();
return true;
}
private bool UseEntity(EntityUid user)
{
if (!_entMan.TryGetComponent(user, out HandsComponent? handsComponent))
{
return false;
}
var ammo = TakeAmmo();
if (ammo == default)
{
return false;
}
var itemComponent = _entMan.GetComponent<SharedItemComponent>(ammo);
if (!handsComponent.CanPutInHand(itemComponent))
{
ServerRangedBarrelComponent.EjectCasing(ammo);
}
else
{
handsComponent.PutInHand(itemComponent);
}
UpdateAppearance();
return true;
}
private EntityUid TakeAmmo()
{
if (_spawnedAmmo.TryPop(out var entity))
{
_ammoContainer.Remove(entity);
return entity;
}
if (_unspawnedCount > 0)
{
entity = _entMan.SpawnEntity(_fillPrototype, _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
_unspawnedCount--;
}
return entity;
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return false;
}
// This area is dirty but not sure of an easier way to do it besides add an interface or somethin
var changed = false;
var entities = _entMan;
if (entities.TryGetComponent(eventArgs.Target.Value, out RevolverBarrelComponent? revolverBarrel))
{
for (var i = 0; i < Capacity; i++)
{
var ammo = TakeAmmo();
if (ammo == default)
{
break;
}
if (revolverBarrel.TryInsertBullet(eventArgs.User, ammo))
{
changed = true;
continue;
}
// Take the ammo back
TryInsertAmmo(eventArgs.User, ammo);
break;
}
}
else if (_entMan.TryGetComponent(eventArgs.Target.Value, out BoltActionBarrelComponent? boltActionBarrel))
{
for (var i = 0; i < Capacity; i++)
{
var ammo = TakeAmmo();
if (ammo == default)
{
break;
}
if (boltActionBarrel.TryInsertBullet(eventArgs.User, ammo))
{
changed = true;
continue;
}
// Take the ammo back
TryInsertAmmo(eventArgs.User, ammo);
break;
}
}
if (changed)
{
UpdateAppearance();
}
return true;
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return UseEntity(eventArgs.User);
}
}
}