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* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага
138 lines
4.4 KiB
C#
138 lines
4.4 KiB
C#
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Aviu00 <93730715+Aviu00@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
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// SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using Content.Shared._Shitcode.Wizard.FadingTimedDespawn;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared._Shitcode.Wizard.LesserSummonGuns;
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public sealed class EnchantedBoltActionRifleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly WieldableSystem _wieldable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EnchantedBoltActionRifleComponent, GunShotEvent>(OnGunShot);
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SubscribeLocalEvent<EnchantedBoltActionRifleComponent, ExaminedEvent>(OnExamine);
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}
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private void OnExamine(Entity<EnchantedBoltActionRifleComponent> ent, ref ExaminedEvent args)
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{
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if (ent.Comp.Caster != null && ent.Comp.Caster != args.Examiner)
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return;
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args.PushMarkup(Loc.GetString("enchanted-rifle-guns-left", ("guns", ent.Comp.Shots)));
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}
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private void OnGunShot(Entity<EnchantedBoltActionRifleComponent> ent, ref GunShotEvent args)
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{
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var (uid, comp) = ent;
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if (_timing.IsFirstTimePredicted)
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comp.Shots--;
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var user = args.User;
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if (!TryComp(user, out HandsComponent? hands))
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return;
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var oldHand = hands.ActiveHand;
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if (oldHand == null || oldHand.HeldEntity != uid)
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return;
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if (TryComp(uid, out WieldableComponent? wieldable))
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_wieldable.TryUnwield(uid, wieldable, user, true);
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if (!_hands.TryDrop(user, oldHand, null, false, false, hands))
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return;
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// This is required so that muzzle flash faces where it should face
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_transform.SetWorldRotationNoLerp(uid, _transform.GetWorldRotation(uid) - MathHelper.PiOver4 * 3f);
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if (_net.IsClient)
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return;
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var dir = _random.NextAngle().ToVec();
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var speed = _random.NextFloat(comp.ThrowingSpeed.X, comp.ThrowingSpeed.Y);
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_throwingSystem.TryThrow(uid, dir, speed, user, 0, recoil: false);
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EnsureComp<FadingTimedDespawnComponent>(uid);
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if (comp.Shots <= 0)
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return;
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if (comp.Caster != null && comp.Caster != user)
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return;
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Hand? otherHand = null;
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foreach (var hand in _hands.EnumerateHands(user, hands))
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{
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if (hand == oldHand)
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continue;
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otherHand = hand;
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if (hand.HeldEntity == null)
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break;
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}
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var gun = Spawn(comp.Proto, _transform.GetMapCoordinates(user));
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var pickUpHand = oldHand;
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if (otherHand != null)
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{
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_hands.SetActiveHand(user, otherHand, hands);
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if (otherHand.HeldEntity != null)
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ResetDelays(gun);
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else
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pickUpHand = otherHand;
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}
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else
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ResetDelays(gun);
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if (!_hands.TryPickup(user, gun, pickUpHand, false, false, hands))
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QueueDel(gun);
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var newComp = EnsureComp<EnchantedBoltActionRifleComponent>(gun);
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newComp.Shots = comp.Shots;
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newComp.Caster = comp.Caster;
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Dirty(gun, newComp);
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if (TryComp(gun, out WieldableComponent? newWieldable))
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_wieldable.TryWield(gun, newWieldable, user, false);
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}
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private void ResetDelays(EntityUid uid)
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{
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if (TryComp(uid, out UseDelayComponent? delay))
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_useDelay.ResetAllDelays((uid, delay));
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}
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}
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