Files
tbd-station-14/Content.Client/Weapons/Ranged/Systems/GunSystem.ChamberMagazine.cs
2023-09-11 09:42:41 +10:00

77 lines
3.1 KiB
C#

using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.GameObjects;
using Robust.Shared.Containers;
namespace Content.Client.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
protected override void InitializeChamberMagazine()
{
base.InitializeChamberMagazine();
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AppearanceChangeEvent>(OnChamberMagazineAppearance);
}
private void OnChamberMagazineAppearance(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null ||
!args.Sprite.LayerMapTryGet(GunVisualLayers.Base, out var boltLayer) ||
!Appearance.TryGetData(uid, AmmoVisuals.BoltClosed, out bool boltClosed))
{
return;
}
// Maybe re-using base layer for this will bite me someday but screw you future sloth.
if (boltClosed)
{
args.Sprite.LayerSetState(boltLayer, "base");
}
else
{
args.Sprite.LayerSetState(boltLayer, "bolt-open");
}
}
protected override void OnMagazineSlotChange(EntityUid uid, MagazineAmmoProviderComponent component, ContainerModifiedMessage args)
{
base.OnMagazineSlotChange(uid, component, args);
if (ChamberSlot != args.Container.ID || args is not EntRemovedFromContainerMessage removedArgs)
return;
// This is dirty af. Prediction moment.
// We may be predicting spawning entities and the engine just removes them from the container so we'll just delete them.
if (IsClientSide(removedArgs.Entity))
QueueDel(args.Entity);
// AFAIK the only main alternative is having some client-specific handling via a bool or otherwise for the state.
// which is much larger and I'm not sure how much better it is. It's bad enough we have to do it with revolvers
// to avoid 6-7 additional entity spawns.
}
private void OnChamberMagazineCounter(EntityUid uid, ChamberMagazineAmmoProviderComponent component, AmmoCounterControlEvent args)
{
args.Control = new ChamberMagazineStatusControl();
}
private void OnChamberMagazineAmmoUpdate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UpdateAmmoCounterEvent args)
{
if (args.Control is not ChamberMagazineStatusControl control) return;
var chambered = GetChamberEntity(uid);
var magEntity = GetMagazineEntity(uid);
var ammoCountEv = new GetAmmoCountEvent();
if (magEntity != null)
RaiseLocalEvent(magEntity.Value, ref ammoCountEv, false);
control.Update(chambered != null, magEntity != null, ammoCountEv.Count, ammoCountEv.Capacity);
}
}