fish-station/Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs
2025-12-26 17:44:36 +03:00

254 lines
8.9 KiB
C#

using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Lock;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Network; // Starlight-edit
namespace Content.Shared.Weapons.Ranged.Systems;
public sealed class BatteryWeaponFireModesSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly INetManager _net = default!; // Starlight-edit
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BatteryWeaponFireModesComponent, UseInHandEvent>(OnUseInHandEvent);
SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent); // Starlight-edit
SubscribeLocalEvent<BatteryWeaponFireModesComponent, AttemptShootEvent>(OnShootAttempt); // Starlight-edit
}
private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
{
if (component.FireModes.Count < 2)
return;
var fireMode = GetMode(component);
// Starlight-start
if (TryGetAmmoProvider(uid, out var ammoProvider) && ammoProvider != null)
{
if (ammoProvider is BatteryAmmoProviderComponent projectileAmmo)
{
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var projectile))
return;
args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", projectile.Name)));
}
}
// Starlight-end
}
private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component) => component.FireModes[component.CurrentFireMode]; // Starlight-edit: Lambda
private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (component.FireModes.Count < 2)
return;
if (TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
return;
if (!_accessReaderSystem.IsAllowed(args.User, uid))
return;
if (!TryGetAmmoProvider(uid, out var ammoProvider) && ammoProvider == null) // Starlight-edit
return;
for (var i = 0; i < component.FireModes.Count; i++)
{
var fireMode = component.FireModes[i];
var index = i;
// Starlight-start
if (ammoProvider is BatteryAmmoProviderComponent projectileAmmo)
{
var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
var v = new Verb
{
Priority = 1,
Category = VerbCategory.SelectType,
Text = entProto.Name,
Disabled = i == component.CurrentFireMode,
Impact = LogImpact.Low,
DoContactInteraction = true,
Act = () =>
{
SetFireMode(uid, component, index, args.User);
}
};
args.Verbs.Add(v);
}
// Starlight-end
}
}
private void OnUseInHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, UseInHandEvent args)
{
//starlight
if (args.Handled)
return;
args.Handled = true;
//starlight end
TryCycleFireMode(uid, component, args.User);
}
public void TryCycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid? user = null)
{
if (component.FireModes.Count < 2)
return;
var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
TrySetFireMode(uid, component, index, user);
}
public bool TrySetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
{
if (index < 0 || index >= component.FireModes.Count)
return false;
if (user != null && !_accessReaderSystem.IsAllowed(user.Value, uid))
return false;
SetFireMode(uid, component, index, user);
return true;
}
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
{
// Starlight-start
if (_net.IsClient)
return; // Why? Conditions is server side only, we can't fully move this to server, so we just drop client here
var fireMode = component.FireModes[index];
if (fireMode.Conditions != null && user != null)
{
var conditionArgs = new FireModeConditionConditionArgs(user.Value, uid, fireMode, EntityManager);
var conditionsMet = fireMode.Conditions.All(condition => condition.Condition(conditionArgs));
if (!conditionsMet)
return;
}
// Starlight-end
component.CurrentFireMode = index;
Dirty(uid, component);
// Starlight-start
if (TryGetAmmoProvider(uid, out var ammoProvider) && ammoProvider != null)
{
if (ammoProvider is BatteryAmmoProviderComponent projectileAmmo)
{
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
return;
var oldFireCost = projectileAmmo.FireCost;
projectileAmmo.Prototype = fireMode.Prototype;
projectileAmmo.FireCost = fireMode.FireCost;
float fireCostDiff = (float)fireMode.FireCost / (float)oldFireCost;
projectileAmmo.Shots = (int)Math.Round(projectileAmmo.Shots / fireCostDiff);
projectileAmmo.Capacity = (int)Math.Round(projectileAmmo.Capacity / fireCostDiff);
Dirty(uid, projectileAmmo);
if (user != null)
_popupSystem.PopupPredicted(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user);
}
if (fireMode.HeldPrefix != null)
_item.SetHeldPrefix(uid, fireMode.HeldPrefix);
}
// Starlight-end
if (TryComp(uid, out BatteryAmmoProviderComponent? batteryAmmoProviderComponent))
{
batteryAmmoProviderComponent.Prototype = fireMode.Prototype;
batteryAmmoProviderComponent.FireCost = fireMode.FireCost;
Dirty(uid, batteryAmmoProviderComponent);
_gun.UpdateShots((uid, batteryAmmoProviderComponent));
}
}
# region Starlight
private bool TryGetAmmoProvider(EntityUid uid, out object? ammoProvider)
{
ammoProvider = null;
if (TryComp<BatteryAmmoProviderComponent>(uid, out var provider))
{
ammoProvider = provider;
return true;
}
return false;
}
private void OnShootAttempt(EntityUid uid, BatteryWeaponFireModesComponent component, ref AttemptShootEvent args)
{
var fireMode = component.FireModes[component.CurrentFireMode];
if (fireMode.Conditions != null)
{
var conditionArgs = new FireModeConditionConditionArgs(args.User, uid, fireMode, EntityManager);
var conditionsMet = fireMode.Conditions.All(condition => condition.Condition(conditionArgs));
if (!conditionsMet)
SetFireMode(uid, component, 0, args.User);
}
}
private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
{
if (!args.Complex)
return;
if (component.FireModes.Count < 2)
return;
CycleFireMode(uid, component, args.User);
}
private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
{
if (component.FireModes.Count < 2)
return;
var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
SetFireMode(uid, component, index, user);
}
# endregion Starlight
}