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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> There was this really annoying bug that made energy weapons switch their fire mode if you wielded them, this ports a change from wizden/starlight that fixes it. I will link the wizden PR that gives all proper credit/attributions to starlight. https://github.com/space-wizards/space-station-14/pull/37085 <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/1a98e393-8096-4406-83b3-a2863ef9cce5 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - fix: Energy guns wont cycle on wield anymore --------- Co-authored-by: imatsoup <93290208+imatsoup@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+happyrobot33@users.noreply.github.com> Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com> (cherry picked from commit b4e9f2dd7ef548a184d04b2cc844ecad850bd610)
149 lines
5.6 KiB
C#
149 lines
5.6 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public sealed class BatteryWeaponFireModesSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, UseInHandEvent>(OnUseInHandEvent);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
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{
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if (component.FireModes.Count < 2)
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return;
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var fireMode = GetMode(component);
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var proto))
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return;
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args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
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}
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private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component)
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{
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return component.FireModes[component.CurrentFireMode];
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}
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private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
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return;
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if (component.FireModes.Count < 2)
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return;
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if (TryComp<AccessReaderComponent>(uid, out var accessReader) && !_accessReaderSystem.IsAllowed(args.User, uid, accessReader))
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return;
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for (var i = 0; i < component.FireModes.Count; i++)
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{
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var fireMode = component.FireModes[i];
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var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
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var index = i;
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var v = new Verb
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{
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Priority = 1,
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Category = VerbCategory.SelectType,
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Text = entProto.Name,
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Disabled = i == component.CurrentFireMode,
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Impact = LogImpact.Low,
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DoContactInteraction = true,
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Act = () =>
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{
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SetFireMode(uid, component, index, args.User);
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}
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};
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args.Verbs.Add(v);
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}
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}
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private void OnUseInHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, UseInHandEvent args)
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{
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if(args.Handled)
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return;
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args.Handled = true;
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if (component.FireModes.Count < 2)
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return;
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if (TryComp<AccessReaderComponent>(uid, out var accessReader) && !_accessReaderSystem.IsAllowed(args.User, uid, accessReader))
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return;
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CycleFireMode(uid, component, args.User);
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}
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private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
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{
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if (component.FireModes.Count < 2)
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return;
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var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
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SetFireMode(uid, component, index, user);
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}
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public bool TrySetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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{
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if (index < 0 || index >= component.FireModes.Count)
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return false;
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SetFireMode(uid, component, index, user);
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return true;
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}
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private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
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{
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var fireMode = component.FireModes[index];
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component.CurrentFireMode = index;
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Dirty(uid, component);
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if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
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return;
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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_appearanceSystem.SetData(uid, BatteryWeaponFireModeVisuals.State, prototype.ID, appearance);
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if (user != null)
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_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
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if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProviderComponent))
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{
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// TODO: Have this get the info directly from the batteryComponent when power is moved to shared.
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var OldFireCost = projectileBatteryAmmoProviderComponent.FireCost;
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projectileBatteryAmmoProviderComponent.Prototype = fireMode.Prototype;
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projectileBatteryAmmoProviderComponent.FireCost = fireMode.FireCost;
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float FireCostDiff = (float)fireMode.FireCost / (float)OldFireCost;
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projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots / FireCostDiff);
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projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity / FireCostDiff);
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Dirty(uid, projectileBatteryAmmoProviderComponent);
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var updateClientAmmoEvent = new UpdateClientAmmoEvent();
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RaiseLocalEvent(uid, ref updateClientAmmoEvent);
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}
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}
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}
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