216 lines
6.5 KiB
C#
216 lines
6.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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/// <summary>
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/// Used to load certain ranged weapons quickly
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/// </summary>
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[RegisterComponent]
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public class SpeedLoaderComponent : Component, IAfterInteract, IInteractUsing, IMapInit, IUse
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{
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public override string Name => "SpeedLoader";
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private BallisticCaliber _caliber;
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public int Capacity => _capacity;
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private int _capacity;
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private Container _ammoContainer;
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private Stack<IEntity> _spawnedAmmo;
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private int _unspawnedCount;
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public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount;
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private string _fillPrototype;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
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serializer.DataField(ref _capacity, "capacity", 6);
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serializer.DataField(ref _fillPrototype, "fillPrototype", null);
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_spawnedAmmo = new Stack<IEntity>(_capacity);
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}
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public override void Initialize()
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{
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base.Initialize();
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_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-container", Owner, out var existing);
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if (existing)
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{
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foreach (var ammo in _ammoContainer.ContainedEntities)
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{
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_unspawnedCount--;
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_spawnedAmmo.Push(ammo);
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}
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}
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}
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void IMapInit.MapInit()
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{
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_unspawnedCount += _capacity;
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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appearanceComponent?.SetData(AmmoVisuals.AmmoCount, AmmoLeft);
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appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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}
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public bool TryInsertAmmo(IEntity user, IEntity entity)
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{
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if (!entity.TryGetComponent(out AmmoComponent ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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if (AmmoLeft >= Capacity)
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{
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Owner.PopupMessage(user, Loc.GetString("No room"));
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return false;
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}
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_spawnedAmmo.Push(entity);
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_ammoContainer.Insert(entity);
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UpdateAppearance();
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return true;
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}
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private bool UseEntity(IEntity user)
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{
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if (!user.TryGetComponent(out HandsComponent handsComponent))
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{
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return false;
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}
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var ammo = TakeAmmo();
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if (ammo == null)
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{
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return false;
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}
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var itemComponent = ammo.GetComponent<ItemComponent>();
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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ServerRangedBarrelComponent.EjectCasing(ammo);
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}
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else
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{
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handsComponent.PutInHand(itemComponent);
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}
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UpdateAppearance();
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return true;
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}
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private IEntity TakeAmmo()
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{
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if (_spawnedAmmo.TryPop(out var entity))
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{
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_ammoContainer.Remove(entity);
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return entity;
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}
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if (_unspawnedCount > 0)
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{
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entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
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_unspawnedCount--;
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}
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return entity;
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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}
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// This area is dirty but not sure of an easier way to do it besides add an interface or somethin
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bool changed = false;
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if (eventArgs.Target.TryGetComponent(out RevolverBarrelComponent revolverBarrel))
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{
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for (var i = 0; i < Capacity; i++)
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{
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var ammo = TakeAmmo();
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if (ammo == null)
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{
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break;
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}
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if (revolverBarrel.TryInsertBullet(eventArgs.User, ammo))
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{
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changed = true;
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continue;
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}
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// Take the ammo back
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TryInsertAmmo(eventArgs.User, ammo);
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break;
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}
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} else if (eventArgs.Target.TryGetComponent(out BoltActionBarrelComponent boltActionBarrel))
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{
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for (var i = 0; i < Capacity; i++)
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{
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var ammo = TakeAmmo();
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if (ammo == null)
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{
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break;
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}
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if (boltActionBarrel.TryInsertBullet(eventArgs.User, ammo))
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{
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changed = true;
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continue;
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}
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// Take the ammo back
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TryInsertAmmo(eventArgs.User, ammo);
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break;
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}
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}
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if (changed)
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{
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UpdateAppearance();
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}
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}
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertAmmo(eventArgs.User, eventArgs.Using);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return UseEntity(eventArgs.User);
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}
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}
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}
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