* Prevent toggling radiation collectors * Prevent resisting locks * Prevent unbuckling others, early exit before doafter * Prevent camera and camera router setup * Prevent rotating and flipping * Also prevent adding the unbuckle verb. * Revert ResistLocker changes * Prevent emitter tampering * Also prevent lock verb * Prevent toggling welders * Prevent gun open/close bolt, rack and switch mode * Prevent toggling stun batons
431 lines
16 KiB
C#
431 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Containers;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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protected const string ChamberSlot = "gun_chamber";
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protected virtual void InitializeChamberMagazine()
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{
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ComponentStartup>(OnChamberStartup);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetAmmoCountEvent>(OnChamberAmmoCount);
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/*
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* Open and close bolts are separate verbs.
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* Racking does both in one hit and has a different sound (to avoid RSI + sounds cooler).
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*/
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<ActivationVerb>>(OnChamberActivationVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<InteractionVerb>>(OnChamberInteractionVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnChamberActivate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnChamberUse);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
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}
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private void OnChamberStartup(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ComponentStartup args)
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{
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// Appearance data doesn't get serialized and want to make sure this is correct on spawn (regardless of MapInit) so.
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if (component.BoltClosed != null)
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{
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, component.BoltClosed.Value);
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}
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}
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/// <summary>
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/// Called when user "Activated In World" (E) with the gun as the target
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/// </summary>
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private void OnChamberActivate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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args.Handled = true;
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ToggleBolt(uid, component, args.User);
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}
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/// <summary>
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/// Called when gun was "Activated In Hand" (Z)
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/// </summary>
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private void OnChamberUse(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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if (component.CanRack)
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UseChambered(uid, component, args.User);
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else
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ToggleBolt(uid, component, args.User);
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}
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/// <summary>
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/// Creates "Rack" verb on the gun
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/// </summary>
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private void OnChamberActivationVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract || args.Hands == null || component.BoltClosed == null || !component.CanRack)
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return;
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args.Verbs.Add(new ActivationVerb()
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{
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Text = Loc.GetString("gun-chamber-rack"),
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Act = () =>
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{
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UseChambered(uid, component, args.User);
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}
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});
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}
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/// <summary>
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/// Opens then closes the bolt, or just closes it if currently open.
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/// </summary>
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private void UseChambered(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == false)
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{
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ToggleBolt(uid, component, user);
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return;
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}
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if (TryTakeChamberEntity(uid, out var chamberEnt))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chamberEnt.Value);
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}
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else
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{
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// Similar to below just due to prediction.
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TransformSystem.DetachEntity(chamberEnt.Value, Transform(chamberEnt.Value));
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}
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}
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if (!CycleCartridge(uid, component, user))
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{
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UpdateAmmoCount(uid);
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}
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if (component.BoltClosed != false)
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{
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Audio.PlayPredicted(component.RackSound, uid, user);
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}
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}
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/// <summary>
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/// Creates "Open/Close bolt" verb on the gun
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/// </summary>
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private void OnChamberInteractionVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract || args.Hands == null || component.BoltClosed == null)
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return;
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args.Verbs.Add(new InteractionVerb()
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{
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Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
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Act = () =>
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{
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// Just toggling might be more user friendly instead of trying to set to whatever they think?
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ToggleBolt(uid, component, args.User);
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}
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});
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}
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/// <summary>
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/// Updates the bolt to its new state
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/// </summary>
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public void SetBoltClosed(EntityUid uid, ChamberMagazineAmmoProviderComponent component, bool value, EntityUid? user = null, AppearanceComponent? appearance = null, ItemSlotsComponent? slots = null)
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{
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if (component.BoltClosed == null || value == component.BoltClosed)
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return;
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Resolve(uid, ref appearance, ref slots, false);
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, value, appearance);
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if (value)
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{
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CycleCartridge(uid, component, user, appearance);
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-closed"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, true, slots);
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}
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Audio.PlayPredicted(component.BoltClosedSound, uid, user);
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}
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else
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{
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if (TryTakeChamberEntity(uid, out var chambered))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chambered.Value);
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}
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else
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{
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// Prediction moment
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// The problem is client will dump the cartridge on the ground and the new server state
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// won't correspond due to randomness so looks weird
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// but we also need to always take it from the chamber or else ammocount won't be correct.
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TransformSystem.DetachEntity(chambered.Value, Transform(chambered.Value));
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}
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UpdateAmmoCount(uid);
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}
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-opened"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, false, slots);
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}
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Audio.PlayPredicted(component.BoltOpenedSound, uid, user);
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}
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component.BoltClosed = value;
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Dirty(uid, component);
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}
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/// <summary>
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/// Tries to take ammo from the magazine and insert into the chamber.
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/// </summary>
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private bool CycleCartridge(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null, AppearanceComponent? appearance = null)
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{
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// Try to put a new round in if possible.
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var magEnt = GetMagazineEntity(uid);
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var chambered = GetChamberEntity(uid);
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var result = false;
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// Similar to what takeammo does though that uses an optimised version where
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// multiple bullets may be fired in a single tick.
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if (magEnt != null && chambered == null)
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{
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var relayedArgs = new TakeAmmoEvent(1,
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new List<(EntityUid? Entity, IShootable Shootable)>(),
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Transform(uid).Coordinates,
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user);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[0].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, user, appearance);
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UpdateAmmoCount(uid);
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// Clientside reconciliation things
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if (_netManager.IsClient)
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{
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foreach (var (ent, _) in relayedArgs.Ammo)
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{
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if (!IsClientSide(ent!.Value))
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continue;
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Del(ent.Value);
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}
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}
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}
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else
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{
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UpdateAmmoCount(uid);
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}
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result = true;
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}
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return result;
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}
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/// <summary>
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/// Sets the bolt's positional value to the other state
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/// </summary>
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public void ToggleBolt(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == null)
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return;
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SetBoltClosed(uid, component, !component.BoltClosed.Value, user);
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}
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/// <summary>
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/// Called when the gun was Examined
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/// </summary>
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private void OnChamberMagazineExamine(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var (count, _) = GetChamberMagazineCountCapacity(uid, component);
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string boltState;
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using (args.PushGroup(nameof(ChamberMagazineAmmoProviderComponent)))
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{
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if (component.BoltClosed != null)
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{
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if (component.BoltClosed == true)
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boltState = Loc.GetString("gun-chamber-bolt-open-state");
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else
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boltState = Loc.GetString("gun-chamber-bolt-closed-state");
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args.PushMarkup(Loc.GetString("gun-chamber-bolt", ("bolt", boltState),
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("color", component.BoltClosed.Value ? Color.FromHex("#94e1f2") : Color.FromHex("#f29d94"))));
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}
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
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}
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}
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private bool TryTakeChamberEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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entity = null;
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return false;
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}
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entity = slot.ContainedEntity;
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if (entity == null)
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return false;
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Containers.Remove(entity.Value, container);
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return true;
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}
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protected EntityUid? GetChamberEntity(EntityUid uid)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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return null;
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}
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return slot.ContainedEntity;
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}
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protected (int, int) GetChamberMagazineCountCapacity(EntityUid uid, ChamberMagazineAmmoProviderComponent component)
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{
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var count = GetChamberEntity(uid) != null ? 1 : 0;
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var (magCount, magCapacity) = GetMagazineCountCapacity(uid, component);
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return (count + magCount, magCapacity);
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}
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private bool TryInsertChamber(EntityUid uid, EntityUid ammo)
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{
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return Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
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container is ContainerSlot slot &&
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Containers.Insert(ammo, slot);
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}
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private void OnChamberAmmoCount(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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OnMagazineAmmoCount(uid, component, ref args);
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args.Capacity += 1;
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var chambered = GetChamberEntity(uid);
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if (chambered != null)
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{
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args.Count += 1;
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}
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}
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private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
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{
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if (component.BoltClosed == false)
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{
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args.Reason = Loc.GetString("gun-chamber-bolt-ammo");
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return;
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}
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// So chamber logic is kinda sussier than the others
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// Essentially we want to treat the chamber as a potentially free slot and then the mag as the remaining slots
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// i.e. if we shoot 3 times, then we use the chamber once (regardless if it's empty or not) and 2 from the mag
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// We move the n + 1 shot into the chamber as we essentially treat it like a stack.
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TryComp<AppearanceComponent>(uid, out var appearance);
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EntityUid? chamberEnt;
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// Normal behaviour for guns.
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if (component.AutoCycle)
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{
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if (TryTakeChamberEntity(uid, out chamberEnt))
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{
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args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
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}
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// No ammo returned.
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else
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{
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return;
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}
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var magEnt = GetMagazineEntity(uid);
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// Pass an event to the magazine to get more (to refill chamber or for shooting).
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if (magEnt != null)
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{
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// We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
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var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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// Put in the nth slot back into the chamber
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// Rest of the ammo gets shot
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[^1].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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}
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// Anything above the chamber-refill amount gets fired.
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for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
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{
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args.Ammo.Add(relayedArgs.Ammo[i]);
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}
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// If no more ammo then open bolt.
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if (relayedArgs.Ammo.Count == 0)
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{
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SetBoltClosed(uid, component, false, user: args.User, appearance: appearance);
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}
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}
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else
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{
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Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
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return;
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}
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, args.User, appearance);
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}
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// If gun doesn't autocycle (e.g. bolt-action weapons) then we leave the chambered entity in there but still return it.
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else if (Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
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container is ContainerSlot { ContainedEntity: not null } slot)
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{
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// Shooting code won't eject it if it's still contained.
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chamberEnt = slot.ContainedEntity;
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args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
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}
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}
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}
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