using Content.Shared.Chemistry.Components; using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Robust.Shared.Map; namespace Content.Shared.Weapons.Ranged.Systems; public partial class SharedGunSystem { protected virtual void InitializeSolution() { SubscribeLocalEvent(OnSolutionTakeAmmo); SubscribeLocalEvent(OnSolutionAmmoCount); } private void OnSolutionTakeAmmo(Entity ent, ref TakeAmmoEvent args) { var shots = Math.Min(args.Shots, ent.Comp.Shots); // Don't dirty if it's an empty fire. if (shots == 0) return; for (var i = 0; i < shots; i++) { args.Ammo.Add(GetSolutionShot(ent, args.Coordinates)); ent.Comp.Shots--; } UpdateSolutionShots(ent); UpdateSolutionAppearance(ent); } private void OnSolutionAmmoCount(Entity ent, ref GetAmmoCountEvent args) { args.Count = ent.Comp.Shots; args.Capacity = ent.Comp.MaxShots; } protected virtual void UpdateSolutionShots(Entity ent, Solution? solution = null) { } protected virtual (EntityUid Entity, IShootable) GetSolutionShot(Entity ent, EntityCoordinates position) { var shot = Spawn(ent.Comp.Prototype, position); return (shot, EnsureShootable(shot)); } protected void UpdateSolutionAppearance(Entity ent) { if (!TryComp(ent, out var appearance)) return; Appearance.SetData(ent, AmmoVisuals.HasAmmo, ent.Comp.Shots != 0, appearance); Appearance.SetData(ent, AmmoVisuals.AmmoCount, ent.Comp.Shots, appearance); Appearance.SetData(ent, AmmoVisuals.AmmoMax, ent.Comp.MaxShots, appearance); } }