using Content.Shared.Examine; using Content.Shared.Weapons.Ranged.Components; using Robust.Shared.Audio.Systems; using Robust.Shared.Network; using Robust.Shared.Timing; namespace Content.Shared.Weapons.Ranged.Systems; public sealed class RechargeBasicEntityAmmoSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly INetManager _netManager = default!; [Dependency] private readonly MetaDataSystem _metadata = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedGunSystem _gun = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInit); SubscribeLocalEvent(OnExamined); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var recharge, out var ammo)) { if (ammo.Count is null || ammo.Count == ammo.Capacity || recharge.NextCharge == null) continue; if (recharge.NextCharge > _timing.CurTime) continue; if (_gun.UpdateBasicEntityAmmoCount((uid, ammo), ammo.Count.Value + 1)) { // We don't predict this because occasionally on client it may not play. // PlayPredicted will still be predicted on the client. if (_netManager.IsServer) _audio.PlayPvs(recharge.RechargeSound, uid); } if (ammo.Count == ammo.Capacity) { recharge.NextCharge = null; Dirty(uid, recharge); continue; } recharge.NextCharge = recharge.NextCharge.Value + TimeSpan.FromSeconds(recharge.RechargeCooldown); Dirty(uid, recharge); } } private void OnInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextCharge = _timing.CurTime; Dirty(ent); } private void OnExamined(Entity ent, ref ExaminedEvent args) { if (!ent.Comp.ShowExamineText) return; if (!TryComp(ent, out var ammo) || ammo.Count == ammo.Capacity || ent.Comp.NextCharge == null) { args.PushMarkup(Loc.GetString("recharge-basic-entity-ammo-full")); return; } var timeLeft = ent.Comp.NextCharge + _metadata.GetPauseTime(ent) - _timing.CurTime; args.PushMarkup(Loc.GetString("recharge-basic-entity-ammo-can-recharge", ("seconds", Math.Round(timeLeft.Value.TotalSeconds, 1)))); } public void Reset(Entity ent) { if (!Resolve(ent, ref ent.Comp, false)) return; if (ent.Comp.NextCharge == null || ent.Comp.NextCharge < _timing.CurTime) { ent.Comp.NextCharge = _timing.CurTime + TimeSpan.FromSeconds(ent.Comp.RechargeCooldown); Dirty(ent); } } }