* Rebalance HoS's Energy Shotgun * SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system. * Prevent recharge cooldown if 0 power is used. * Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges. * Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun. * Clean up the client ammo UI fix. * Update the self recharger component to comply with maintainer request. Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Remove code that was made redundant by a hotfix from another PR. * Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared. * Fix another internal issue * Code cleanup + fix the rapid recharge verb to remove pause. * cleanup --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
126 lines
4.6 KiB
C#
126 lines
4.6 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 Content.Shared.Weapons.Ranged.Events;
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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? projectileBatteryAmmoProviderComponent))
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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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// TODO: Have this get the info directly from the batteryComponent when power is moved to shared.
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var OldFireCost = projectileBatteryAmmoProviderComponent.FireCost;
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projectileBatteryAmmoProviderComponent.Prototype = fireMode.Prototype;
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projectileBatteryAmmoProviderComponent.FireCost = fireMode.FireCost;
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float FireCostDiff = (float)fireMode.FireCost / (float)OldFireCost;
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projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots/FireCostDiff);
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projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity/FireCostDiff);
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Dirty(uid, projectileBatteryAmmoProviderComponent);
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var updateClientAmmoEvent = new UpdateClientAmmoEvent();
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RaiseLocalEvent(uid, ref updateClientAmmoEvent);
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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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