Files
tbd-station-14/Content.Server/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs
chromiumboy 26eb71f1eb C.H.I.M.P handcannon redesign (#19004)
* Added basic alternative fire mode system for the CHIMP

* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)

* Code revisions

* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one

* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit

* Fixed spelling mistake

* Update projectiles.yml

Removed commented code

* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs

Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color

* Added comments

* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change

* Delete interaction-upgrade-kit-component.ftl

This file is no longer needed

* Update battery_guns.yml

Added new description for the experimental CHIMP

* Update battery_guns.yml

Updated experimental CHIMP description again...

* Fixed issue with ItemComponent

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2023-08-19 18:54:52 -04:00

131 lines
4.3 KiB
C#

using Content.Server.Popups;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed class BatteryWeaponFireModesSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent);
SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
}
private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
{
if (component.FireModes == null || component.FireModes.Count < 2)
return;
if (component.CurrentFireMode == null)
{
SetFireMode(uid, component, component.FireModes.First());
}
if (component.CurrentFireMode?.Prototype == null)
return;
if (!_prototypeManager.TryIndex<EntityPrototype>(component.CurrentFireMode.Prototype, out var proto))
return;
args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
}
private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (component.FireModes == null || component.FireModes.Count < 2)
return;
if (component.CurrentFireMode == null)
{
SetFireMode(uid, component, component.FireModes.First());
}
foreach (var fireMode in component.FireModes)
{
var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
var v = new Verb
{
Priority = 1,
Category = VerbCategory.SelectType,
Text = entProto.Name,
Disabled = fireMode == component.CurrentFireMode,
Impact = LogImpact.Low,
DoContactInteraction = true,
Act = () =>
{
SetFireMode(uid, component, fireMode, args.User);
}
};
args.Verbs.Add(v);
}
}
private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
{
if (component.FireModes == null || component.FireModes.Count < 2)
return;
CycleFireMode(uid, component, args.User);
}
private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
{
int index = (component.CurrentFireMode != null) ?
Math.Max(component.FireModes.IndexOf(component.CurrentFireMode), 0) + 1 : 1;
BatteryWeaponFireMode? fireMode;
if (index >= component.FireModes.Count)
{
fireMode = component.FireModes.FirstOrDefault();
}
else
{
fireMode = component.FireModes[index];
}
SetFireMode(uid, component, fireMode, user);
}
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, BatteryWeaponFireMode? fireMode, EntityUid? user = null)
{
if (fireMode?.Prototype == null)
return;
component.CurrentFireMode = fireMode;
if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
{
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
return;
projectileBatteryAmmoProvider.Prototype = fireMode.Prototype;
projectileBatteryAmmoProvider.FireCost = fireMode.FireCost;
if (user != null)
{
_popupSystem.PopupEntity(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
}
}
}
}