SharedGunSystem.BasicEntity.cs 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990
  1. using Content.Shared.Weapons.Ranged.Components;
  2. using Content.Shared.Weapons.Ranged.Events;
  3. using Robust.Shared.GameStates;
  4. namespace Content.Shared.Weapons.Ranged.Systems;
  5. public abstract partial class SharedGunSystem
  6. {
  7. protected virtual void InitializeBasicEntity()
  8. {
  9. SubscribeLocalEvent<BasicEntityAmmoProviderComponent, MapInitEvent>(OnBasicEntityMapInit);
  10. SubscribeLocalEvent<BasicEntityAmmoProviderComponent, TakeAmmoEvent>(OnBasicEntityTakeAmmo);
  11. SubscribeLocalEvent<BasicEntityAmmoProviderComponent, GetAmmoCountEvent>(OnBasicEntityAmmoCount);
  12. }
  13. private void OnBasicEntityMapInit(EntityUid uid, BasicEntityAmmoProviderComponent component, MapInitEvent args)
  14. {
  15. if (component.Count is null)
  16. {
  17. component.Count = component.Capacity;
  18. Dirty(uid, component);
  19. }
  20. UpdateBasicEntityAppearance(uid, component);
  21. }
  22. private void OnBasicEntityTakeAmmo(EntityUid uid, BasicEntityAmmoProviderComponent component, TakeAmmoEvent args)
  23. {
  24. for (var i = 0; i < args.Shots; i++)
  25. {
  26. if (component.Count <= 0)
  27. return;
  28. if (component.Count != null)
  29. {
  30. component.Count--;
  31. }
  32. var ent = Spawn(component.Proto, args.Coordinates);
  33. args.Ammo.Add((ent, EnsureShootable(ent)));
  34. }
  35. _recharge.Reset(uid);
  36. UpdateBasicEntityAppearance(uid, component);
  37. Dirty(uid, component);
  38. }
  39. private void OnBasicEntityAmmoCount(EntityUid uid, BasicEntityAmmoProviderComponent component, ref GetAmmoCountEvent args)
  40. {
  41. args.Capacity = component.Capacity ?? int.MaxValue;
  42. args.Count = component.Count ?? int.MaxValue;
  43. }
  44. private void UpdateBasicEntityAppearance(EntityUid uid, BasicEntityAmmoProviderComponent component)
  45. {
  46. if (!Timing.IsFirstTimePredicted || !TryComp<AppearanceComponent>(uid, out var appearance))
  47. return;
  48. Appearance.SetData(uid, AmmoVisuals.HasAmmo, component.Count != 0, appearance);
  49. Appearance.SetData(uid, AmmoVisuals.AmmoCount, component.Count ?? int.MaxValue, appearance);
  50. Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity ?? int.MaxValue, appearance);
  51. }
  52. #region Public API
  53. public bool ChangeBasicEntityAmmoCount(EntityUid uid, int delta, BasicEntityAmmoProviderComponent? component = null)
  54. {
  55. if (!Resolve(uid, ref component, false) || component.Count == null)
  56. return false;
  57. return UpdateBasicEntityAmmoCount(uid, component.Count.Value + delta, component);
  58. }
  59. public bool UpdateBasicEntityAmmoCount(EntityUid uid, int count, BasicEntityAmmoProviderComponent? component = null)
  60. {
  61. if (!Resolve(uid, ref component, false))
  62. return false;
  63. if (count > component.Capacity)
  64. return false;
  65. component.Count = count;
  66. UpdateBasicEntityAppearance(uid, component);
  67. UpdateAmmoCount(uid);
  68. Dirty(uid, component);
  69. return true;
  70. }
  71. #endregion
  72. }