Files
tbd-station-14/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs
Kirus59 8c38aa3742 BatteryWeaponPowerCell tweaks (#33500)
* BatteryWeaponPowerCell tweaks

* add update ammo ev & shuttle guns tweaks

* MilonPL requested changes

* revert changes in OnPowerCellChanged

* Add events to get charge info & change current charge

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2025-04-28 21:12:25 -04:00

121 lines
4.7 KiB
C#

using Content.Shared.Examine;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
protected virtual void InitializeBattery()
{
// Trying to dump comp references hence the below
// Hitscan
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, ComponentGetState>(OnBatteryGetState);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, ComponentHandleState>(OnBatteryHandleState);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, TakeAmmoEvent>(OnBatteryTakeAmmo);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, GetAmmoCountEvent>(OnBatteryAmmoCount);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, ExaminedEvent>(OnBatteryExamine);
// Projectile
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, ComponentGetState>(OnBatteryGetState);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, ComponentHandleState>(OnBatteryHandleState);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, TakeAmmoEvent>(OnBatteryTakeAmmo);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, GetAmmoCountEvent>(OnBatteryAmmoCount);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, ExaminedEvent>(OnBatteryExamine);
}
private void OnBatteryHandleState(EntityUid uid, BatteryAmmoProviderComponent component, ref ComponentHandleState args)
{
if (args.Current is not BatteryAmmoProviderComponentState state)
return;
component.Shots = state.Shots;
component.Capacity = state.MaxShots;
component.FireCost = state.FireCost;
UpdateAmmoCount(uid, prediction: false);
}
private void OnBatteryGetState(EntityUid uid, BatteryAmmoProviderComponent component, ref ComponentGetState args)
{
args.State = new BatteryAmmoProviderComponentState()
{
Shots = component.Shots,
MaxShots = component.Capacity,
FireCost = component.FireCost,
};
}
private void OnBatteryExamine(EntityUid uid, BatteryAmmoProviderComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("gun-battery-examine", ("color", AmmoExamineColor), ("count", component.Shots)));
}
private void OnBatteryTakeAmmo(EntityUid uid, BatteryAmmoProviderComponent component, TakeAmmoEvent args)
{
var shots = Math.Min(args.Shots, component.Shots);
// Don't dirty if it's an empty fire.
if (shots == 0)
return;
for (var i = 0; i < shots; i++)
{
args.Ammo.Add(GetShootable(component, args.Coordinates));
component.Shots--;
}
TakeCharge((uid, component));
UpdateBatteryAppearance(uid, component);
Dirty(uid, component);
}
private void OnBatteryAmmoCount(EntityUid uid, BatteryAmmoProviderComponent component, ref GetAmmoCountEvent args)
{
args.Count = component.Shots;
args.Capacity = component.Capacity;
}
/// <summary>
/// Update the battery (server-only) whenever fired.
/// </summary>
protected virtual void TakeCharge(Entity<BatteryAmmoProviderComponent> entity)
{
UpdateAmmoCount(entity, prediction: false);
}
protected void UpdateBatteryAppearance(EntityUid uid, BatteryAmmoProviderComponent component)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
Appearance.SetData(uid, AmmoVisuals.HasAmmo, component.Shots != 0, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoCount, component.Shots, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity, appearance);
}
private (EntityUid? Entity, IShootable) GetShootable(BatteryAmmoProviderComponent component, EntityCoordinates coordinates)
{
switch (component)
{
case ProjectileBatteryAmmoProviderComponent proj:
var ent = Spawn(proj.Prototype, coordinates);
return (ent, EnsureShootable(ent));
case HitscanBatteryAmmoProviderComponent hitscan:
return (null, ProtoManager.Index<HitscanPrototype>(hitscan.Prototype));
default:
throw new ArgumentOutOfRangeException();
}
}
[Serializable, NetSerializable]
private sealed class BatteryAmmoProviderComponentState : ComponentState
{
public int Shots;
public int MaxShots;
public float FireCost;
}
}