Files
ss14-wega/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Revolver.cs
mq 4920c9e907 Update (MOST) instances of EntityUid, Component in GunSystem to Entity<T> (#41966)
* Entity<T>, skipping Magazine and ChamberMagazine

* missed some

* AUGH!!

* ballistic examine

* dotnet hates me

* WHY ARE YOU CALLED THAT!!!!

* cheers aada
2026-01-01 19:00:49 +00:00

475 lines
15 KiB
C#

using Content.Shared.Interaction;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Linq;
using Content.Shared.Interaction.Events;
using Content.Shared.Wieldable;
using Content.Shared.Wieldable.Components;
using JetBrains.Annotations;
namespace Content.Shared.Weapons.Ranged.Systems;
public partial class SharedGunSystem
{
protected const string RevolverContainer = "revolver-ammo";
protected virtual void InitializeRevolver()
{
SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentGetState>(OnRevolverGetState);
SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentHandleState>(OnRevolverHandleState);
SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentInit>(OnRevolverInit);
SubscribeLocalEvent<RevolverAmmoProviderComponent, TakeAmmoEvent>(OnRevolverTakeAmmo);
SubscribeLocalEvent<RevolverAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnRevolverVerbs);
SubscribeLocalEvent<RevolverAmmoProviderComponent, InteractUsingEvent>(OnRevolverInteractUsing);
SubscribeLocalEvent<RevolverAmmoProviderComponent, GetAmmoCountEvent>(OnRevolverGetAmmoCount);
SubscribeLocalEvent<RevolverAmmoProviderComponent, UseInHandEvent>(OnRevolverUse);
}
private void OnRevolverUse(Entity<RevolverAmmoProviderComponent> ent, ref UseInHandEvent args)
{
if (args.Handled)
return;
if (!_useDelay.TryResetDelay(ent))
return;
args.Handled = true;
Cycle(ent.Comp);
UpdateAmmoCount(ent, prediction: false);
Dirty(ent);
}
private void OnRevolverGetAmmoCount(Entity<RevolverAmmoProviderComponent> ent, ref GetAmmoCountEvent args)
{
args.Count += GetRevolverCount(ent.Comp);
args.Capacity += ent.Comp.Capacity;
}
private void OnRevolverInteractUsing(Entity<RevolverAmmoProviderComponent> ent, ref InteractUsingEvent args)
{
if (args.Handled)
return;
if (TryRevolverInsert(ent, args.Used, args.User))
args.Handled = true;
}
private void OnRevolverGetState(Entity<RevolverAmmoProviderComponent> ent, ref ComponentGetState args)
{
args.State = new RevolverAmmoProviderComponentState
{
CurrentIndex = ent.Comp.CurrentIndex,
AmmoSlots = GetNetEntityList(ent.Comp.AmmoSlots),
Chambers = ent.Comp.Chambers,
};
}
private void OnRevolverHandleState(Entity<RevolverAmmoProviderComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not RevolverAmmoProviderComponentState state)
return;
var oldIndex = ent.Comp.CurrentIndex;
ent.Comp.CurrentIndex = state.CurrentIndex;
ent.Comp.Chambers = new bool?[state.Chambers.Length];
// Need to copy across the state rather than the ref.
for (var i = 0; i < ent.Comp.AmmoSlots.Count; i++)
{
ent.Comp.AmmoSlots[i] = EnsureEntity<RevolverAmmoProviderComponent>(state.AmmoSlots[i], ent);
ent.Comp.Chambers[i] = state.Chambers[i];
}
// Handle spins
if (oldIndex != state.CurrentIndex)
{
UpdateAmmoCount(ent, prediction: false);
}
}
public bool TryRevolverInsert(Entity<RevolverAmmoProviderComponent> ent, EntityUid insertEnt, EntityUid? user)
{
if (_whitelistSystem.IsWhitelistFail(ent.Comp.Whitelist, insertEnt))
return false;
// If it's a speedloader try to get ammo from it.
if (HasComp<SpeedLoaderComponent>(insertEnt))
{
var freeSlots = 0;
for (var i = 0; i < ent.Comp.Capacity; i++)
{
if (ent.Comp.AmmoSlots[i] != null || ent.Comp.Chambers[i] != null)
continue;
freeSlots++;
}
if (freeSlots == 0)
{
Popup(Loc.GetString("gun-revolver-full"), ent, user);
return false;
}
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(insertEnt);
var ammo = new List<(EntityUid? Entity, IShootable Shootable)>(freeSlots);
var ev = new TakeAmmoEvent(freeSlots, ammo, xform.Coordinates, user);
RaiseLocalEvent(insertEnt, ev);
if (ev.Ammo.Count == 0)
{
Popup(Loc.GetString("gun-speedloader-empty"), ent, user);
return false;
}
for (var i = 0; i < ent.Comp.Capacity; i++)
{
var index = (ent.Comp.CurrentIndex + i) % ent.Comp.Capacity;
if (ent.Comp.AmmoSlots[index] != null ||
ent.Comp.Chambers[index] != null)
{
continue;
}
var ammoEnt = ev.Ammo.Last().Entity;
ev.Ammo.RemoveAt(ev.Ammo.Count - 1);
if (ammoEnt == null)
{
Log.Error($"Tried to load hitscan into a revolver which is unsupported");
continue;
}
ent.Comp.AmmoSlots[index] = ammoEnt.Value;
Containers.Insert(ammoEnt.Value, ent.Comp.AmmoContainer);
SetChamber(ent, insertEnt, index);
if (ev.Ammo.Count == 0)
break;
}
DebugTools.Assert(ammo.Count == 0);
UpdateRevolverAppearance(ent);
UpdateAmmoCount(ent);
Dirty(ent);
Audio.PlayPredicted(ent.Comp.SoundInsert, ent, user);
Popup(Loc.GetString("gun-revolver-insert"), ent, user);
return true;
}
// Try to insert the entity directly.
for (var i = 0; i < ent.Comp.Capacity; i++)
{
var index = (ent.Comp.CurrentIndex + i) % ent.Comp.Capacity;
if (ent.Comp.AmmoSlots[index] != null ||
ent.Comp.Chambers[index] != null)
{
continue;
}
ent.Comp.AmmoSlots[index] = insertEnt;
Containers.Insert(insertEnt, ent.Comp.AmmoContainer);
SetChamber(ent, insertEnt, index);
Audio.PlayPredicted(ent.Comp.SoundInsert, ent, user);
Popup(Loc.GetString("gun-revolver-insert"), ent, user);
UpdateRevolverAppearance(ent);
UpdateAmmoCount(ent);
Dirty(ent);
return true;
}
Popup(Loc.GetString("gun-revolver-full"), ent, user);
return false;
}
private void SetChamber(Entity<RevolverAmmoProviderComponent> ent, Entity<CartridgeAmmoComponent?> ammo, int index)
{
if (!Resolve(ammo, ref ammo.Comp, false) || ammo.Comp.Spent)
{
ent.Comp.Chambers[index] = false;
return;
}
ent.Comp.Chambers[index] = true;
}
private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
args.Verbs.Add(new AlternativeVerb()
{
Text = Loc.GetString("gun-revolver-empty"),
Disabled = !AnyRevolverCartridges(component),
Act = () => EmptyRevolver((uid, component), args.User),
Priority = 1
});
args.Verbs.Add(new AlternativeVerb()
{
Text = Loc.GetString("gun-revolver-spin"),
// Category = VerbCategory.G,
Act = () => SpinRevolver((uid, component), args.User)
});
}
private bool AnyRevolverCartridges(RevolverAmmoProviderComponent component)
{
for (var i = 0; i < component.Capacity; i++)
{
if (component.Chambers[i] != null ||
component.AmmoSlots[i] != null)
{
return true;
}
}
return false;
}
private int GetRevolverCount(RevolverAmmoProviderComponent component)
{
var count = 0;
for (var i = 0; i < component.Capacity; i++)
{
if (component.Chambers[i] != null ||
component.AmmoSlots[i] != null)
{
count++;
}
}
return count;
}
[PublicAPI]
private int GetRevolverUnspentCount(RevolverAmmoProviderComponent component)
{
var count = 0;
for (var i = 0; i < component.Capacity; i++)
{
var chamber = component.Chambers[i];
if (chamber == true)
{
count++;
continue;
}
var ammo = component.AmmoSlots[i];
if (TryComp<CartridgeAmmoComponent>(ammo, out var cartridge) && !cartridge.Spent)
{
count++;
}
}
return count;
}
public void EmptyRevolver(Entity<RevolverAmmoProviderComponent> ent, EntityUid? user = null)
{
var mapCoordinates = TransformSystem.GetMapCoordinates(ent);
var anyEmpty = false;
for (var i = 0; i < ent.Comp.Capacity; i++)
{
var chamber = ent.Comp.Chambers[i];
var slot = ent.Comp.AmmoSlots[i];
if (slot == null)
{
if (chamber == null)
continue;
// Too lazy to make a new method don't sue me.
if (!_netManager.IsClient)
{
var uid = Spawn(ent.Comp.FillPrototype, mapCoordinates);
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge))
SetCartridgeSpent(uid, cartridge, !(bool)chamber);
EjectCartridge(uid);
}
ent.Comp.Chambers[i] = null;
anyEmpty = true;
}
else
{
ent.Comp.AmmoSlots[i] = null;
Containers.Remove(slot.Value, ent.Comp.AmmoContainer);
ent.Comp.Chambers[i] = null;
if (!_netManager.IsClient)
EjectCartridge(slot.Value);
anyEmpty = true;
}
}
if (anyEmpty)
{
Audio.PlayPredicted(ent.Comp.SoundEject, ent, user);
UpdateAmmoCount(ent, prediction: false);
UpdateRevolverAppearance(ent);
Dirty(ent);
}
}
private void UpdateRevolverAppearance(Entity<RevolverAmmoProviderComponent> ent)
{
if (!TryComp<AppearanceComponent>(ent, out var appearance))
return;
var count = GetRevolverCount(ent.Comp);
Appearance.SetData(ent, AmmoVisuals.HasAmmo, count != 0, appearance);
Appearance.SetData(ent, AmmoVisuals.AmmoCount, count, appearance);
Appearance.SetData(ent, AmmoVisuals.AmmoMax, ent.Comp.Capacity, appearance);
}
protected virtual void SpinRevolver(Entity<RevolverAmmoProviderComponent> ent, EntityUid? user = null)
{
Audio.PlayPredicted(ent.Comp.SoundSpin, ent, user);
Popup(Loc.GetString("gun-revolver-spun"), ent, user);
}
private void OnRevolverTakeAmmo(Entity<RevolverAmmoProviderComponent> ent, ref TakeAmmoEvent args)
{
var currentIndex = ent.Comp.CurrentIndex;
Cycle(ent.Comp, args.Shots);
// Revolvers provide the bullets themselves rather than the cartridges so they stay in the revolver.
for (var i = 0; i < args.Shots; i++)
{
var index = (currentIndex + i) % ent.Comp.Capacity;
var chamber = ent.Comp.Chambers[index];
EntityUid? ammoEnt = null;
// Get contained entity if it exists.
if (ent.Comp.AmmoSlots[index] != null)
{
ammoEnt = ent.Comp.AmmoSlots[index]!;
ent.Comp.Chambers[index] = false;
}
// Try to spawn a round if it's available.
else if (chamber != null)
{
if (chamber == true)
{
// Pretend it's always been there.
ammoEnt = Spawn(ent.Comp.FillPrototype, args.Coordinates);
if (!_netManager.IsClient)
{
ent.Comp.AmmoSlots[index] = ammoEnt;
Containers.Insert(ammoEnt.Value, ent.Comp.AmmoContainer);
}
ent.Comp.Chambers[index] = false;
}
}
// Chamber empty or spent
if (ammoEnt == null)
continue;
if (TryComp<CartridgeAmmoComponent>(ammoEnt, out var cartridge))
{
if (cartridge.Spent)
continue;
// Mark cartridge as spent and if it's caseless delete from the chamber slot.
SetCartridgeSpent(ammoEnt.Value, cartridge, true);
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
if (cartridge.DeleteOnSpawn)
{
ent.Comp.AmmoSlots[index] = null;
ent.Comp.Chambers[index] = null;
}
}
else
{
ent.Comp.AmmoSlots[index] = null;
ent.Comp.Chambers[index] = null;
args.Ammo.Add((ammoEnt.Value, EnsureComp<AmmoComponent>(ammoEnt.Value)));
}
// Delete the cartridge entity on client
if (_netManager.IsClient)
{
QueueDel(ammoEnt);
}
}
UpdateAmmoCount(ent, prediction: false);
UpdateRevolverAppearance(ent);
Dirty(ent);
}
private void Cycle(RevolverAmmoProviderComponent component, int count = 1)
{
component.CurrentIndex = (component.CurrentIndex + count) % component.Capacity;
}
private void OnRevolverInit(Entity<RevolverAmmoProviderComponent> ent, ref ComponentInit args)
{
ent.Comp.AmmoContainer = Containers.EnsureContainer<Container>(ent, RevolverContainer);
ent.Comp.AmmoSlots.EnsureCapacity(ent.Comp.Capacity);
var remainder = ent.Comp.Capacity - ent.Comp.AmmoSlots.Count;
for (var i = 0; i < remainder; i++)
{
ent.Comp.AmmoSlots.Add(null);
}
ent.Comp.Chambers = new bool?[ent.Comp.Capacity];
if (ent.Comp.FillPrototype != null)
{
for (var i = 0; i < ent.Comp.Capacity; i++)
{
if (ent.Comp.AmmoSlots[i] != null)
{
ent.Comp.Chambers[i] = null;
continue;
}
ent.Comp.Chambers[i] = true;
}
}
DebugTools.Assert(ent.Comp.AmmoSlots.Count == ent.Comp.Capacity);
}
[Serializable, NetSerializable]
protected sealed class RevolverAmmoProviderComponentState : ComponentState
{
public int CurrentIndex;
public List<NetEntity?> AmmoSlots = default!;
public bool?[] Chambers = default!;
}
public sealed class RevolverSpinEvent : EntityEventArgs
{
}
}