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- using System.Diagnostics.CodeAnalysis;
- using Content.Shared.Containers.ItemSlots;
- using Content.Shared.Examine;
- using Content.Shared.Interaction;
- using Content.Shared.Interaction.Events;
- using Content.Shared.Verbs;
- using Content.Shared.Weapons.Ranged.Components;
- using Content.Shared.Weapons.Ranged.Events;
- using Robust.Shared.Containers;
- namespace Content.Shared.Weapons.Ranged.Systems;
- public abstract partial class SharedGunSystem
- {
- protected const string ChamberSlot = "gun_chamber";
- protected virtual void InitializeChamberMagazine()
- {
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ComponentStartup>(OnChamberStartup);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetAmmoCountEvent>(OnChamberAmmoCount);
- /*
- * Open and close bolts are separate verbs.
- * Racking does both in one hit and has a different sound (to avoid RSI + sounds cooler).
- */
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<ActivationVerb>>(OnChamberActivationVerb);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<InteractionVerb>>(OnChamberInteractionVerb);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnChamberActivate);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnChamberUse);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
- }
- private void OnChamberStartup(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ComponentStartup args)
- {
- // Appearance data doesn't get serialized and want to make sure this is correct on spawn (regardless of MapInit) so.
- if (component.BoltClosed != null)
- {
- Appearance.SetData(uid, AmmoVisuals.BoltClosed, component.BoltClosed.Value);
- }
- }
- /// <summary>
- /// Called when user "Activated In World" (E) with the gun as the target
- /// </summary>
- private void OnChamberActivate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ActivateInWorldEvent args)
- {
- if (args.Handled || !args.Complex)
- return;
- args.Handled = true;
- ToggleBolt(uid, component, args.User);
- }
- /// <summary>
- /// Called when gun was "Activated In Hand" (Z)
- /// </summary>
- private void OnChamberUse(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UseInHandEvent args)
- {
- if (args.Handled)
- return;
- args.Handled = true;
- if (component.CanRack)
- UseChambered(uid, component, args.User);
- else
- ToggleBolt(uid, component, args.User);
- }
- /// <summary>
- /// Creates "Rack" verb on the gun
- /// </summary>
- private void OnChamberActivationVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<ActivationVerb> args)
- {
- if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null || !component.CanRack)
- return;
- args.Verbs.Add(new ActivationVerb()
- {
- Text = Loc.GetString("gun-chamber-rack"),
- Act = () =>
- {
- UseChambered(uid, component, args.User);
- }
- });
- }
- /// <summary>
- /// Opens then closes the bolt, or just closes it if currently open.
- /// </summary>
- private void UseChambered(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
- {
- if (component.BoltClosed == false)
- {
- ToggleBolt(uid, component, user);
- return;
- }
- if (TryTakeChamberEntity(uid, out var chamberEnt))
- {
- if (_netManager.IsServer)
- {
- EjectCartridge(chamberEnt.Value);
- }
- else
- {
- // Similar to below just due to prediction.
- TransformSystem.DetachEntity(chamberEnt.Value, Transform(chamberEnt.Value));
- }
- }
- if (!CycleCartridge(uid, component, user))
- {
- UpdateAmmoCount(uid);
- }
- if (component.BoltClosed != false)
- {
- Audio.PlayPredicted(component.RackSound, uid, user);
- }
- }
- /// <summary>
- /// Creates "Open/Close bolt" verb on the gun
- /// </summary>
- private void OnChamberInteractionVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<InteractionVerb> args)
- {
- if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
- return;
- args.Verbs.Add(new InteractionVerb()
- {
- Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
- Act = () =>
- {
- // Just toggling might be more user friendly instead of trying to set to whatever they think?
- ToggleBolt(uid, component, args.User);
- }
- });
- }
- /// <summary>
- /// Updates the bolt to its new state
- /// </summary>
- public void SetBoltClosed(EntityUid uid, ChamberMagazineAmmoProviderComponent component, bool value, EntityUid? user = null, AppearanceComponent? appearance = null, ItemSlotsComponent? slots = null)
- {
- if (component.BoltClosed == null || value == component.BoltClosed)
- return;
- Resolve(uid, ref appearance, ref slots, false);
- Appearance.SetData(uid, AmmoVisuals.BoltClosed, value, appearance);
- if (value)
- {
- CycleCartridge(uid, component, user, appearance);
- if (user != null)
- PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-closed"), uid, user.Value);
- if (slots != null)
- {
- _slots.SetLock(uid, ChamberSlot, true, slots);
- }
- Audio.PlayPredicted(component.BoltClosedSound, uid, user);
- }
- else
- {
- if (TryTakeChamberEntity(uid, out var chambered))
- {
- if (_netManager.IsServer)
- {
- EjectCartridge(chambered.Value);
- }
- else
- {
- // Prediction moment
- // The problem is client will dump the cartridge on the ground and the new server state
- // won't correspond due to randomness so looks weird
- // but we also need to always take it from the chamber or else ammocount won't be correct.
- TransformSystem.DetachParentToNull(chambered.Value, Transform(chambered.Value));
- }
- UpdateAmmoCount(uid);
- }
- if (user != null)
- PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-opened"), uid, user.Value);
- if (slots != null)
- {
- _slots.SetLock(uid, ChamberSlot, false, slots);
- }
- Audio.PlayPredicted(component.BoltOpenedSound, uid, user);
- }
- component.BoltClosed = value;
- Dirty(uid, component);
- }
- /// <summary>
- /// Tries to take ammo from the magazine and insert into the chamber.
- /// </summary>
- private bool CycleCartridge(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null, AppearanceComponent? appearance = null)
- {
- // Try to put a new round in if possible.
- var magEnt = GetMagazineEntity(uid);
- var chambered = GetChamberEntity(uid);
- var result = false;
- // Similar to what takeammo does though that uses an optimised version where
- // multiple bullets may be fired in a single tick.
- if (magEnt != null && chambered == null)
- {
- var relayedArgs = new TakeAmmoEvent(1,
- new List<(EntityUid? Entity, IShootable Shootable)>(),
- Transform(uid).Coordinates,
- user);
- RaiseLocalEvent(magEnt.Value, relayedArgs);
- if (relayedArgs.Ammo.Count > 0)
- {
- var newChamberEnt = relayedArgs.Ammo[0].Entity;
- TryInsertChamber(uid, newChamberEnt!.Value);
- var ammoEv = new GetAmmoCountEvent();
- RaiseLocalEvent(magEnt.Value, ref ammoEv);
- FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, user, appearance);
- UpdateAmmoCount(uid);
- // Clientside reconciliation things
- if (_netManager.IsClient)
- {
- foreach (var (ent, _) in relayedArgs.Ammo)
- {
- if (!IsClientSide(ent!.Value))
- continue;
- Del(ent.Value);
- }
- }
- }
- else
- {
- UpdateAmmoCount(uid);
- }
- result = true;
- }
- return result;
- }
- /// <summary>
- /// Sets the bolt's positional value to the other state
- /// </summary>
- public void ToggleBolt(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
- {
- if (component.BoltClosed == null)
- return;
- SetBoltClosed(uid, component, !component.BoltClosed.Value, user);
- }
- /// <summary>
- /// Called when the gun was Examined
- /// </summary>
- private void OnChamberMagazineExamine(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ExaminedEvent args)
- {
- if (!args.IsInDetailsRange)
- return;
- var (count, _) = GetChamberMagazineCountCapacity(uid, component);
- string boltState;
- using (args.PushGroup(nameof(ChamberMagazineAmmoProviderComponent)))
- {
- if (component.BoltClosed != null)
- {
- if (component.BoltClosed == true)
- boltState = Loc.GetString("gun-chamber-bolt-open-state");
- else
- boltState = Loc.GetString("gun-chamber-bolt-closed-state");
- args.PushMarkup(Loc.GetString("gun-chamber-bolt", ("bolt", boltState),
- ("color", component.BoltClosed.Value ? Color.FromHex("#94e1f2") : Color.FromHex("#f29d94"))));
- }
- args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
- }
- }
- private bool TryTakeChamberEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity)
- {
- if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
- container is not ContainerSlot slot)
- {
- entity = null;
- return false;
- }
- entity = slot.ContainedEntity;
- if (entity == null)
- return false;
- Containers.Remove(entity.Value, container);
- return true;
- }
- protected EntityUid? GetChamberEntity(EntityUid uid)
- {
- if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
- container is not ContainerSlot slot)
- {
- return null;
- }
- return slot.ContainedEntity;
- }
- protected (int, int) GetChamberMagazineCountCapacity(EntityUid uid, ChamberMagazineAmmoProviderComponent component)
- {
- var count = GetChamberEntity(uid) != null ? 1 : 0;
- var (magCount, magCapacity) = GetMagazineCountCapacity(uid, component);
- return (count + magCount, magCapacity);
- }
- private bool TryInsertChamber(EntityUid uid, EntityUid ammo)
- {
- return Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
- container is ContainerSlot slot &&
- Containers.Insert(ammo, slot);
- }
- private void OnChamberAmmoCount(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref GetAmmoCountEvent args)
- {
- OnMagazineAmmoCount(uid, component, ref args);
- args.Capacity += 1;
- var chambered = GetChamberEntity(uid);
- if (chambered != null)
- {
- args.Count += 1;
- }
- }
- private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
- {
- if (component.BoltClosed == false)
- {
- args.Reason = Loc.GetString("gun-chamber-bolt-ammo");
- return;
- }
- // So chamber logic is kinda sussier than the others
- // Essentially we want to treat the chamber as a potentially free slot and then the mag as the remaining slots
- // i.e. if we shoot 3 times, then we use the chamber once (regardless if it's empty or not) and 2 from the mag
- // We move the n + 1 shot into the chamber as we essentially treat it like a stack.
- TryComp<AppearanceComponent>(uid, out var appearance);
- EntityUid? chamberEnt;
- // Normal behaviour for guns.
- if (component.AutoCycle)
- {
- if (TryTakeChamberEntity(uid, out chamberEnt))
- {
- args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
- }
- // No ammo returned.
- else
- {
- return;
- }
- var magEnt = GetMagazineEntity(uid);
- // Pass an event to the magazine to get more (to refill chamber or for shooting).
- if (magEnt != null)
- {
- // We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
- var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
- RaiseLocalEvent(magEnt.Value, relayedArgs);
- // Put in the nth slot back into the chamber
- // Rest of the ammo gets shot
- if (relayedArgs.Ammo.Count > 0)
- {
- var newChamberEnt = relayedArgs.Ammo[^1].Entity;
- TryInsertChamber(uid, newChamberEnt!.Value);
- }
- // Anything above the chamber-refill amount gets fired.
- for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
- {
- args.Ammo.Add(relayedArgs.Ammo[i]);
- }
- // If no more ammo then open bolt.
- if (relayedArgs.Ammo.Count == 0)
- {
- SetBoltClosed(uid, component, false, user: args.User, appearance: appearance);
- }
- }
- else
- {
- Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
- return;
- }
- var ammoEv = new GetAmmoCountEvent();
- RaiseLocalEvent(magEnt.Value, ref ammoEv);
- FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, args.User, appearance);
- }
- // If gun doesn't autocycle (e.g. bolt-action weapons) then we leave the chambered entity in there but still return it.
- else if (Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
- container is ContainerSlot { ContainedEntity: not null } slot)
- {
- // Shooting code won't eject it if it's still contained.
- chamberEnt = slot.ContainedEntity;
- args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
- }
- }
- }
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