* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
117 lines
3.8 KiB
C#
117 lines
3.8 KiB
C#
using System.Linq;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public sealed class BatteryWeaponFireModesSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
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{
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if (component.FireModes.Count < 2)
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return;
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var fireMode = GetMode(component);
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var proto))
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return;
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args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
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}
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private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component)
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{
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return component.FireModes[component.CurrentFireMode];
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}
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private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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if (component.FireModes.Count < 2)
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return;
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for (var i = 0; i < component.FireModes.Count; i++)
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{
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var fireMode = component.FireModes[i];
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var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
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var index = i;
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var v = new Verb
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{
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Priority = 1,
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Category = VerbCategory.SelectType,
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Text = entProto.Name,
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Disabled = i == component.CurrentFireMode,
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Impact = LogImpact.Low,
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DoContactInteraction = true,
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Act = () =>
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{
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SetFireMode(uid, component, index, args.User);
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}
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};
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args.Verbs.Add(v);
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}
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}
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private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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if (component.FireModes.Count < 2)
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return;
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CycleFireMode(uid, component, args.User);
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}
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private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
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{
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if (component.FireModes.Count < 2)
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return;
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var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
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SetFireMode(uid, component, index, user);
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}
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private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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{
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var fireMode = component.FireModes[index];
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component.CurrentFireMode = index;
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Dirty(uid, component);
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if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
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{
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
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return;
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projectileBatteryAmmoProvider.Prototype = fireMode.Prototype;
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projectileBatteryAmmoProvider.FireCost = fireMode.FireCost;
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if (user != null)
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{
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_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
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}
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}
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}
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}
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