Files
tbd-station-14/Content.Shared/Explosion/EntitySystems/SharedScatteringGrenadeSystem.cs
Tayrtahn 4603b47778 Limit maximum capacity of fillable cluster grenades (#34281)
* Limit maximum capacity of fillable cluster grenades

* Swap GrenadeCount method for component property
2025-02-12 00:13:00 +01:00

75 lines
2.8 KiB
C#

using Content.Shared.Explosion.Components;
using Content.Shared.Interaction;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
namespace Content.Shared.Explosion.EntitySystems;
public abstract class SharedScatteringGrenadeSystem : EntitySystem
{
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentInit>(OnScatteringInit);
SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentStartup>(OnScatteringStartup);
SubscribeLocalEvent<ScatteringGrenadeComponent, InteractUsingEvent>(OnScatteringInteractUsing);
}
private void OnScatteringInit(Entity<ScatteringGrenadeComponent> entity, ref ComponentInit args)
{
entity.Comp.Container = _container.EnsureContainer<Container>(entity.Owner, "cluster-payload");
}
/// <summary>
/// Setting the unspawned count based on capacity, so we know how many new entities to spawn
/// Update appearance based on initial fill amount
/// </summary>
private void OnScatteringStartup(Entity<ScatteringGrenadeComponent> entity, ref ComponentStartup args)
{
if (entity.Comp.FillPrototype == null)
return;
entity.Comp.UnspawnedCount = Math.Max(0, entity.Comp.Capacity - entity.Comp.Container.ContainedEntities.Count);
UpdateAppearance(entity);
Dirty(entity, entity.Comp);
}
/// <summary>
/// There are some scattergrenades you can fill up with more grenades (like clusterbangs)
/// This covers how you insert more into it
/// </summary>
private void OnScatteringInteractUsing(Entity<ScatteringGrenadeComponent> entity, ref InteractUsingEvent args)
{
if (entity.Comp.Whitelist == null)
return;
// Make sure there's room for another grenade to be added
if (entity.Comp.Count >= entity.Comp.Capacity)
return;
if (args.Handled || !_whitelistSystem.IsValid(entity.Comp.Whitelist, args.Used))
return;
_container.Insert(args.Used, entity.Comp.Container);
UpdateAppearance(entity);
args.Handled = true;
}
/// <summary>
/// Update appearance based off of total count of contents
/// </summary>
private void UpdateAppearance(Entity<ScatteringGrenadeComponent> entity)
{
if (!TryComp<AppearanceComponent>(entity, out var appearanceComponent))
return;
_appearance.SetData(entity, ClusterGrenadeVisuals.GrenadesCounter, entity.Comp.Count, appearanceComponent);
}
}