* 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
142 lines
4.5 KiB
C#
142 lines
4.5 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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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.Utility;
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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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private void OnExamine(EntityUid uid, GunComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !component.ShowExamineText)
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return;
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using (args.PushGroup(nameof(GunComponent)))
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{
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args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor),
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("mode", GetLocSelector(component.SelectedMode))));
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args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor),
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("fireRate", $"{component.FireRateModified:0.0}")));
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}
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}
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private string GetLocSelector(SelectiveFire mode)
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{
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return Loc.GetString($"gun-{mode.ToString()}");
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}
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private void OnAltVerb(EntityUid uid, GunComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract || args.Hands == null || component.SelectedMode == component.AvailableModes)
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return;
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var nextMode = GetNextMode(component);
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AlternativeVerb verb = new()
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{
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Act = () => SelectFire(uid, component, nextMode, args.User),
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Text = Loc.GetString("gun-selector-verb", ("mode", GetLocSelector(nextMode))),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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};
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args.Verbs.Add(verb);
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}
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private SelectiveFire GetNextMode(GunComponent component)
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{
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var modes = new List<SelectiveFire>();
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foreach (var mode in Enum.GetValues<SelectiveFire>())
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{
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if ((mode & component.AvailableModes) == 0x0)
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continue;
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modes.Add(mode);
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}
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var index = modes.IndexOf(component.SelectedMode);
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return modes[(index + 1) % modes.Count];
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}
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private void SelectFire(EntityUid uid, GunComponent component, SelectiveFire fire, EntityUid? user = null)
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{
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if (component.SelectedMode == fire)
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return;
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DebugTools.Assert((component.AvailableModes & fire) != 0x0);
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component.SelectedMode = fire;
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if (!Paused(uid))
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{
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var curTime = Timing.CurTime;
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var cooldown = TimeSpan.FromSeconds(InteractNextFire);
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if (component.NextFire < curTime)
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component.NextFire = curTime + cooldown;
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else
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component.NextFire += cooldown;
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}
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Audio.PlayPredicted(component.SoundMode, uid, user);
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Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
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Dirty(uid, component);
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}
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/// <summary>
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/// Cycles the gun's <see cref="SelectiveFire"/> to the next available one.
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/// </summary>
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public void CycleFire(EntityUid uid, GunComponent component, EntityUid? user = null)
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{
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// Noop
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if (component.SelectedMode == component.AvailableModes)
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return;
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DebugTools.Assert((component.AvailableModes & component.SelectedMode) == component.SelectedMode);
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var nextMode = GetNextMode(component);
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SelectFire(uid, component, nextMode, user);
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}
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// TODO: Actions need doing for guns anyway.
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private sealed partial class CycleModeEvent : InstantActionEvent
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{
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public SelectiveFire Mode = default;
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}
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private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
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{
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SelectFire(uid, component, args.Mode, args.Performer);
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}
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private void OnGunSelected(EntityUid uid, GunComponent component, HandSelectedEvent args)
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{
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if (Timing.ApplyingState)
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return;
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if (component.FireRateModified <= 0)
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return;
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var fireDelay = 1f / component.FireRateModified;
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if (fireDelay.Equals(0f))
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return;
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if (!component.ResetOnHandSelected)
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return;
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if (Paused(uid))
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return;
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// If someone swaps to this weapon then reset its cd.
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var curTime = Timing.CurTime;
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var minimum = curTime + TimeSpan.FromSeconds(fireDelay);
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if (minimum < component.NextFire)
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return;
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component.NextFire = minimum;
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Dirty(uid, component);
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}
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}
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