CatStation/Content.Server/Weapons/Ranged/Systems/GunSystem.Solution.cs
Princess Cheeseballs ef3a0ecc2a
Solutions Refactor Part 1 - Solution Prototypes (#43412)
* Everything except the YAML slop...

* She solution on my manager till I sajfslkahfsjakfhaskjfshajksafhfsakhfasjfas

* another 1000 lines

* fix chem dispenser size

* go my shnelf

* Implicit ass

* rider is being mean for some reason

* dasdas

* borger

* better formatting go!

* clothes/bloodstream

* Cartons

* cups and bottles

* mmm soder

* bar drinks

* Spray bottles and some size tweaks with hindsight

* 99 bottles of beer on the wall I hate YAML

* push that shit

* mmm burger

* Sneed

* sheets

* condiments

* mmm yummy

* fridge yummyfood

* meat...

* sub 300

* burger...

* bready

* let them eat cake

* does she know how to make a grilled cheese?

* pizza pie!

* misc shit

* soup or salad

* Food and drinks, vanquished

* the cubes!!!

* Almost free from YAML...

* fix test fails and some yaml issues

* fix prediction, almost done

* fix all test fails

* remove master merge artifacts and undo autonetworking

* review and compatibility

* graaah

* unfuck master merge I hate github

* merg conflicts

* sfsa

* ehoop

* sadas

* afsafsaasf

* merge conflicts

* fucked up the merge conflicts

* merge conflict is fucked I might need to completely redo this branch

* test fail

* no calcium????

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-04-25 02:00:34 +00:00

85 lines
3.3 KiB
C#

using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Vapor;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Map;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
protected override void InitializeSolution()
{
base.InitializeSolution();
SubscribeLocalEvent<SolutionAmmoProviderComponent, MapInitEvent>(OnSolutionMapInit);
SubscribeLocalEvent<SolutionAmmoProviderComponent, SolutionChangedEvent>(OnSolutionChanged);
}
private void OnSolutionMapInit(Entity<SolutionAmmoProviderComponent> entity, ref MapInitEvent args)
{
UpdateSolutionShots(entity);
}
private void OnSolutionChanged(Entity<SolutionAmmoProviderComponent> entity, ref SolutionChangedEvent args)
{
if (args.Solution.Comp.Id == entity.Comp.SolutionId)
UpdateSolutionShots(entity, args.Solution.Comp.Solution);
}
protected override void UpdateSolutionShots(Entity<SolutionAmmoProviderComponent> ent, Solution? solution = null)
{
var shots = 0;
var maxShots = 0;
if (solution == null && !_solutionContainer.TryGetSolution(ent.Owner, ent.Comp.SolutionId, out _, out solution))
{
ent.Comp.Shots = shots;
DirtyField(ent.AsNullable(), nameof(SolutionAmmoProviderComponent.Shots));
ent.Comp.MaxShots = maxShots;
DirtyField(ent.AsNullable(), nameof(SolutionAmmoProviderComponent.MaxShots));
return;
}
shots = (int)(solution.Volume / ent.Comp.FireCost);
maxShots = (int)(solution.MaxVolume / ent.Comp.FireCost);
ent.Comp.Shots = shots;
DirtyField(ent.AsNullable(), nameof(SolutionAmmoProviderComponent.Shots));
ent.Comp.MaxShots = maxShots;
DirtyField(ent.AsNullable(), nameof(SolutionAmmoProviderComponent.MaxShots));
UpdateSolutionAppearance(ent);
}
protected override (EntityUid Entity, IShootable) GetSolutionShot(Entity<SolutionAmmoProviderComponent> ent, EntityCoordinates position)
{
var (shot, shootable) = base.GetSolutionShot(ent, position);
if (!_solutionContainer.TryGetSolution(ent.Owner, ent.Comp.SolutionId, out var solution, out _))
return (shot, shootable);
var newSolution = _solutionContainer.SplitSolution(solution.Value, ent.Comp.FireCost);
if (newSolution.Volume <= FixedPoint2.Zero)
return (shot, shootable);
if (TryComp<AppearanceComponent>(shot, out var appearance))
{
Appearance.SetData(shot, VaporVisuals.Color, newSolution.GetColor(ProtoManager).WithAlpha(1f), appearance);
Appearance.SetData(shot, VaporVisuals.State, true, appearance);
}
// Add the solution to the vapor and actually send the thing
if (_solutionContainer.TryGetSolution(shot, VaporComponent.SolutionName, out var vaporSolution, out _))
{
_solutionContainer.TryAddSolution(vaporSolution.Value, newSolution);
}
return (shot, shootable);
}
}