* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
215 lines
6.5 KiB
C#
215 lines
6.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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/// <summary>
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/// Used to load certain ranged weapons quickly
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/// </summary>
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[RegisterComponent]
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public class SpeedLoaderComponent : Component, IAfterInteract, IInteractUsing, IMapInit, IUse
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{
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public override string Name => "SpeedLoader";
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private BallisticCaliber _caliber;
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public int Capacity => _capacity;
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private int _capacity;
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private Container _ammoContainer;
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private Stack<IEntity> _spawnedAmmo;
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private int _unspawnedCount;
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public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount;
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private string _fillPrototype;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
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serializer.DataField(ref _capacity, "capacity", 6);
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serializer.DataField(ref _fillPrototype, "fillPrototype", null);
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_spawnedAmmo = new Stack<IEntity>(_capacity);
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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 = ContainerManagerComponent.Ensure<Container>($"{Name}-container", Owner, out var existing);
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if (existing)
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{
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foreach (var ammo in _ammoContainer.ContainedEntities)
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{
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_unspawnedCount--;
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_spawnedAmmo.Push(ammo);
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}
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}
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}
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void IMapInit.MapInit()
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{
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_unspawnedCount += _capacity;
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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appearanceComponent?.SetData(AmmoVisuals.AmmoCount, AmmoLeft);
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appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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}
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public bool TryInsertAmmo(IEntity user, IEntity entity)
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{
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if (!entity.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 (AmmoLeft >= Capacity)
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{
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Owner.PopupMessage(user, Loc.GetString("No room"));
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return false;
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}
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_spawnedAmmo.Push(entity);
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_ammoContainer.Insert(entity);
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UpdateAppearance();
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return true;
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}
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private bool UseEntity(IEntity user)
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{
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if (!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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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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UpdateAppearance();
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return true;
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}
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private IEntity TakeAmmo()
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{
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if (_spawnedAmmo.TryPop(out var entity))
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{
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_ammoContainer.Remove(entity);
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return entity;
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}
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if (_unspawnedCount > 0)
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{
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entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
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_unspawnedCount--;
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}
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return entity;
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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}
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// This area is dirty but not sure of an easier way to do it besides add an interface or somethin
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bool changed = false;
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if (eventArgs.Target.TryGetComponent(out RevolverBarrelComponent revolverBarrel))
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{
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for (var i = 0; i < Capacity; i++)
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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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break;
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}
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if (revolverBarrel.TryInsertBullet(eventArgs.User, ammo))
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{
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changed = true;
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continue;
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}
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// Take the ammo back
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TryInsertAmmo(eventArgs.User, ammo);
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break;
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}
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} else if (eventArgs.Target.TryGetComponent(out BoltActionBarrelComponent boltActionBarrel))
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{
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for (var i = 0; i < Capacity; i++)
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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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break;
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}
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if (boltActionBarrel.TryInsertBullet(eventArgs.User, ammo))
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{
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changed = true;
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continue;
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}
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// Take the ammo back
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TryInsertAmmo(eventArgs.User, ammo);
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break;
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}
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}
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if (changed)
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{
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UpdateAppearance();
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}
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}
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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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return UseEntity(eventArgs.User);
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}
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}
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} |