* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
177 lines
5.9 KiB
C#
177 lines
5.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
|
|
using Content.Shared.Interfaces;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.Components.Container;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Server.Interfaces.GameObjects;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Random;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
|
|
{
|
|
[RegisterComponent]
|
|
public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse
|
|
{
|
|
public override string Name => "RangedMagazine";
|
|
|
|
private Stack<IEntity> _spawnedAmmo = new Stack<IEntity>();
|
|
private Container _ammoContainer;
|
|
|
|
public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount;
|
|
public int Capacity => _capacity;
|
|
private int _capacity;
|
|
|
|
public MagazineType MagazineType => _magazineType;
|
|
private MagazineType _magazineType;
|
|
public BallisticCaliber Caliber => _caliber;
|
|
private BallisticCaliber _caliber;
|
|
|
|
private AppearanceComponent _appearanceComponent;
|
|
|
|
// If there's anything already in the magazine
|
|
private string _fillPrototype;
|
|
// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
|
|
// Generally you probablt don't want to use this
|
|
private int _unspawnedCount;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
serializer.DataField(ref _magazineType, "magazineType", MagazineType.Unspecified);
|
|
serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
|
|
serializer.DataField(ref _fillPrototype, "fillPrototype", null);
|
|
serializer.DataField(ref _capacity, "capacity", 20);
|
|
}
|
|
|
|
void IMapInit.MapInit()
|
|
{
|
|
if (_fillPrototype != null)
|
|
{
|
|
_unspawnedCount += Capacity;
|
|
}
|
|
UpdateAppearance();
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-magazine", Owner, out var existing);
|
|
|
|
if (existing)
|
|
{
|
|
if (_ammoContainer.ContainedEntities.Count > Capacity)
|
|
{
|
|
throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity");
|
|
}
|
|
|
|
foreach (var entity in _ammoContainer.ContainedEntities)
|
|
{
|
|
_spawnedAmmo.Push(entity);
|
|
_unspawnedCount--;
|
|
}
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
|
|
{
|
|
_appearanceComponent = appearanceComponent;
|
|
}
|
|
|
|
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
|
}
|
|
|
|
private void UpdateAppearance()
|
|
{
|
|
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
|
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
|
}
|
|
|
|
public bool TryInsertAmmo(IEntity user, IEntity ammo)
|
|
{
|
|
if (!ammo.TryGetComponent(out AmmoComponent ammoComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (ammoComponent.Caliber != _caliber)
|
|
{
|
|
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
|
return false;
|
|
}
|
|
|
|
if (ShotsLeft >= Capacity)
|
|
{
|
|
Owner.PopupMessage(user, Loc.GetString("Magazine is full"));
|
|
return false;
|
|
}
|
|
|
|
_ammoContainer.Insert(ammo);
|
|
_spawnedAmmo.Push(ammo);
|
|
UpdateAppearance();
|
|
return true;
|
|
}
|
|
|
|
public IEntity TakeAmmo()
|
|
{
|
|
IEntity ammo = null;
|
|
// If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left)
|
|
if (_spawnedAmmo.TryPop(out var entity))
|
|
{
|
|
ammo = entity;
|
|
_ammoContainer.Remove(entity);
|
|
}
|
|
else if (_unspawnedCount > 0)
|
|
{
|
|
_unspawnedCount--;
|
|
ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
|
|
}
|
|
|
|
UpdateAppearance();
|
|
return ammo;
|
|
}
|
|
|
|
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
|
|
}
|
|
|
|
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
|
{
|
|
if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var ammo = TakeAmmo();
|
|
if (ammo == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var itemComponent = ammo.GetComponent<ItemComponent>();
|
|
if (!handsComponent.CanPutInHand(itemComponent))
|
|
{
|
|
ammo.Transform.GridPosition = eventArgs.User.Transform.GridPosition;
|
|
ServerRangedBarrelComponent.EjectCasing(ammo);
|
|
}
|
|
else
|
|
{
|
|
handsComponent.PutInHand(itemComponent);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|