Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/RevolverBarrelComponent.cs
2021-03-14 14:40:14 +01:00

308 lines
10 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
[RegisterComponent]
public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent, ISerializationHooks
{
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "RevolverBarrel";
public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
[ViewVariables]
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
private Container _ammoContainer;
[ViewVariables]
private int _currentSlot;
public override int Capacity => _ammoSlots.Length;
[DataField("capacity")]
private int _serializedCapacity = 6;
[DataField("ammoSlots", readOnly: true)]
private IEntity[] _ammoSlots = Array.Empty<IEntity>();
public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
[ViewVariables]
[DataField("fillPrototype")]
private string _fillPrototype;
[ViewVariables]
private int _unspawnedCount;
// Sounds
[DataField("soundEject")]
private string _soundEject = "/Audio/Weapons/Guns/MagOut/revolver_magout.ogg";
[DataField("soundInsert")]
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/revolver_magin.ogg";
[DataField("soundSpin")]
private string _soundSpin = "/Audio/Weapons/Guns/Misc/revolver_spin.ogg";
void ISerializationHooks.BeforeSerialization()
{
_serializedCapacity = _ammoSlots.Length;
}
void ISerializationHooks.AfterDeserialization()
{
_ammoSlots = new IEntity[_serializedCapacity];
}
public override ComponentState GetComponentState(ICommonSession player)
{
var slotsSpent = new bool?[Capacity];
for (var i = 0; i < Capacity; i++)
{
slotsSpent[i] = null;
if (_ammoSlots[i] != null && _ammoSlots[i].TryGetComponent(out AmmoComponent ammo))
{
slotsSpent[i] = ammo.Spent;
}
}
//TODO: make yaml var to not sent currentSlot/UI? (for russian roulette)
return new RevolverBarrelComponentState(
_currentSlot,
FireRateSelector,
slotsSpent,
SoundGunshot);
}
public override void Initialize()
{
base.Initialize();
_unspawnedCount = Capacity;
int idx = 0;
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammoContainer", out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_unspawnedCount--;
_ammoSlots[idx] = entity;
idx++;
}
}
for (var i = 0; i < _unspawnedCount; i++)
{
var entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
_ammoSlots[idx] = entity;
_ammoContainer.Insert(entity);
idx++;
}
UpdateAppearance();
Dirty();
}
private void UpdateAppearance()
{
if (!Owner.TryGetComponent(out AppearanceComponent appearance))
{
return;
}
// Placeholder, at this stage it's just here for the RPG
appearance.SetData(MagazineBarrelVisuals.MagLoaded, ShotsLeft > 0);
appearance.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
appearance.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public bool TryInsertBullet(IEntity user, IEntity entity)
{
if (!entity.TryGetComponent(out AmmoComponent ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
return false;
}
// Functions like a stack
// These are inserted in reverse order but then when fired Cycle will go through in order
// The reason we don't just use an actual stack is because spin can select a random slot to point at
for (var i = _ammoSlots.Length - 1; i >= 0; i--)
{
var slot = _ammoSlots[i];
if (slot == null)
{
_currentSlot = i;
_ammoSlots[i] = entity;
_ammoContainer.Insert(entity);
if (_soundInsert != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
Dirty();
UpdateAppearance();
return true;
}
}
Owner.PopupMessage(user, Loc.GetString("Ammo full"));
return false;
}
public void Cycle()
{
// Move up a slot
_currentSlot = (_currentSlot + 1) % _ammoSlots.Length;
Dirty();
UpdateAppearance();
}
/// <summary>
/// Russian Roulette
/// </summary>
public void Spin()
{
var random = _random.Next(_ammoSlots.Length - 1);
_currentSlot = random;
if (_soundSpin != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundSpin, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
Dirty();
}
public override IEntity PeekAmmo()
{
return _ammoSlots[_currentSlot];
}
/// <summary>
/// Takes a projectile out if possible
/// IEnumerable just to make supporting shotguns saner
/// </summary>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public override IEntity TakeProjectile(EntityCoordinates spawnAt)
{
var ammo = _ammoSlots[_currentSlot];
IEntity bullet = null;
if (ammo != null)
{
var ammoComponent = ammo.GetComponent<AmmoComponent>();
bullet = ammoComponent.TakeBullet(spawnAt);
if (ammoComponent.Caseless)
{
_ammoSlots[_currentSlot] = null;
_ammoContainer.Remove(ammo);
}
}
Cycle();
UpdateAppearance();
return bullet;
}
private void EjectAllSlots()
{
for (var i = 0; i < _ammoSlots.Length; i++)
{
var entity = _ammoSlots[i];
if (entity == null)
{
continue;
}
_ammoContainer.Remove(entity);
EjectCasing(entity);
_ammoSlots[i] = null;
}
if (_ammoContainer.ContainedEntities.Count > 0)
{
if (_soundEject != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
}
}
// May as well point back at the end?
_currentSlot = _ammoSlots.Length - 1;
return;
}
/// <summary>
/// Eject all casings
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public override bool UseEntity(UseEntityEventArgs eventArgs)
{
EjectAllSlots();
Dirty();
UpdateAppearance();
return true;
}
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertBullet(eventArgs.User, eventArgs.Using);
}
[Verb]
private sealed class SpinRevolverVerb : Verb<RevolverBarrelComponent>
{
protected override void GetData(IEntity user, RevolverBarrelComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("Spin");
if (component.Capacity <= 1)
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Visibility = component.ShotsLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
data.IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png";
}
protected override void Activate(IEntity user, RevolverBarrelComponent component)
{
component.Spin();
component.Owner.PopupMessage(user, Loc.GetString("Spun the cylinder"));
}
}
}
}