* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
176 lines
5.8 KiB
C#
176 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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[RegisterComponent]
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public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse, IExamine
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{
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public override string Name => "RangedMagazine";
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private readonly Stack<IEntity> _spawnedAmmo = new();
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private Container _ammoContainer;
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public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount;
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public int Capacity => _capacity;
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[DataField("capacity")]
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private int _capacity = 20;
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public MagazineType MagazineType => _magazineType;
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[DataField("magazineType")]
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private MagazineType _magazineType = MagazineType.Unspecified;
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public BallisticCaliber Caliber => _caliber;
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[DataField("caliber")]
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private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
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private AppearanceComponent _appearanceComponent;
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// If there's anything already in the magazine
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[DataField("fillPrototype")]
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private string _fillPrototype;
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// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
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// Generally you probablt don't want to use this
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private int _unspawnedCount;
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void IMapInit.MapInit()
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{
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if (_fillPrototype != null)
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{
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_unspawnedCount += Capacity;
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}
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UpdateAppearance();
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}
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public override void Initialize()
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{
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base.Initialize();
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_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-magazine", out var existing);
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if (existing)
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{
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if (_ammoContainer.ContainedEntities.Count > Capacity)
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{
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throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity");
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}
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foreach (var entity in _ammoContainer.ContainedEntities)
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{
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_spawnedAmmo.Push(entity);
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_unspawnedCount--;
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}
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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}
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private void UpdateAppearance()
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{
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public bool TryInsertAmmo(IEntity user, IEntity ammo)
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{
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if (!ammo.TryGetComponent(out AmmoComponent ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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if (ShotsLeft >= Capacity)
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{
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Owner.PopupMessage(user, Loc.GetString("Magazine is full"));
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return false;
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}
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_ammoContainer.Insert(ammo);
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_spawnedAmmo.Push(ammo);
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UpdateAppearance();
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return true;
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}
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public IEntity TakeAmmo()
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{
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IEntity ammo = null;
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// If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left)
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if (_spawnedAmmo.TryPop(out var entity))
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{
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ammo = entity;
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_ammoContainer.Remove(entity);
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}
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else if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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}
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UpdateAppearance();
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return ammo;
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertAmmo(eventArgs.User, eventArgs.Using);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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return false;
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}
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var ammo = TakeAmmo();
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if (ammo == null)
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{
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return false;
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}
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var itemComponent = ammo.GetComponent<ItemComponent>();
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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ammo.Transform.Coordinates = eventArgs.User.Transform.Coordinates;
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ServerRangedBarrelComponent.EjectCasing(ammo);
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}
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else
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{
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handsComponent.PutInHand(itemComponent);
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}
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return true;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var text = Loc.GetString("It's a [color=white]{0}[/color] magazine of [color=white]{1}[/color] caliber.", MagazineType, Caliber);
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message.AddMarkup(text);
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}
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}
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}
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