GunSignalControlSystem.cs 1.7 KB

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  1. using Content.Server.DeviceLinking.Components;
  2. using Content.Server.DeviceLinking.Events;
  3. using Content.Shared.Weapons.Ranged.Components;
  4. using Content.Shared.Weapons.Ranged.Systems;
  5. using Robust.Shared.Map;
  6. using System.Numerics;
  7. namespace Content.Server.DeviceLinking.Systems;
  8. public sealed partial class GunSignalControlSystem : EntitySystem
  9. {
  10. [Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
  11. [Dependency] private readonly SharedGunSystem _gun = default!;
  12. public override void Initialize()
  13. {
  14. SubscribeLocalEvent<GunSignalControlComponent, MapInitEvent>(OnInit);
  15. SubscribeLocalEvent<GunSignalControlComponent, SignalReceivedEvent>(OnSignalReceived);
  16. }
  17. private void OnInit(Entity<GunSignalControlComponent> gunControl, ref MapInitEvent args)
  18. {
  19. _signalSystem.EnsureSinkPorts(gunControl, gunControl.Comp.TriggerPort, gunControl.Comp.TogglePort, gunControl.Comp.OnPort, gunControl.Comp.OffPort);
  20. }
  21. private void OnSignalReceived(Entity<GunSignalControlComponent> gunControl, ref SignalReceivedEvent args)
  22. {
  23. if (!TryComp<GunComponent>(gunControl, out var gun))
  24. return;
  25. if (args.Port == gunControl.Comp.TriggerPort)
  26. _gun.AttemptShoot(gunControl, gun);
  27. if (!TryComp<AutoShootGunComponent>(gunControl, out var autoShoot))
  28. return;
  29. if (args.Port == gunControl.Comp.TogglePort)
  30. _gun.SetEnabled(gunControl, autoShoot, !autoShoot.Enabled);
  31. if (args.Port == gunControl.Comp.OnPort)
  32. _gun.SetEnabled(gunControl, autoShoot, true);
  33. if (args.Port == gunControl.Comp.OffPort)
  34. _gun.SetEnabled(gunControl, autoShoot, false);
  35. }
  36. }