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wwdpublic/Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

137 lines
5.2 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Storage.EntitySystems;
using Content.Server.Stunnable;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Interaction;
using Content.Shared.PneumaticCannon;
using Content.Shared.StatusEffect;
using Content.Shared.Tools.Systems;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Containers;
namespace Content.Server.PneumaticCannon;
public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
{
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly GasTankSystem _gasTank = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PneumaticCannonComponent, InteractUsingEvent>(OnInteractUsing, before: new []{ typeof(StorageSystem) });
SubscribeLocalEvent<PneumaticCannonComponent, GunShotEvent>(OnShoot);
SubscribeLocalEvent<PneumaticCannonComponent, ContainerIsInsertingAttemptEvent>(OnContainerInserting);
SubscribeLocalEvent<PneumaticCannonComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
}
private void OnInteractUsing(EntityUid uid, PneumaticCannonComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!_toolSystem.HasQuality(args.Used, component.ToolModifyPower))
return;
var val = (int) component.Power;
val = (val + 1) % (int) PneumaticCannonPower.Len;
component.Power = (PneumaticCannonPower) val;
Popup.PopupEntity(Loc.GetString("pneumatic-cannon-component-change-power",
("power", component.Power.ToString())), uid, args.User);
component.ProjectileSpeed = GetProjectileSpeedFromPower(component);
if (TryComp<GunComponent>(uid, out var gun))
_gun.RefreshModifiers((uid, gun));
args.Handled = true;
}
private void OnContainerInserting(EntityUid uid, PneumaticCannonComponent component, ContainerIsInsertingAttemptEvent args)
{
if (args.Container.ID != PneumaticCannonComponent.TankSlotId)
return;
if (!TryComp<GasTankComponent>(args.EntityUid, out var gas))
return;
// only accept tanks if it uses gas
if (gas.Air.TotalMoles >= component.GasUsage && component.GasUsage > 0f)
return;
args.Cancel();
}
private void OnShoot(Entity<PneumaticCannonComponent> cannon, ref GunShotEvent args)
{
var (uid, component) = cannon;
// require a gas tank if it uses gas
var gas = GetGas(cannon);
if (gas == null && component.GasUsage > 0f)
return;
if (TryComp<StatusEffectsComponent>(args.User, out var status)
&& component.Power == PneumaticCannonPower.High)
{
_stun.TryParalyze(args.User, TimeSpan.FromSeconds(component.HighPowerStunTime), true, status);
Popup.PopupEntity(Loc.GetString("pneumatic-cannon-component-power-stun",
("cannon", uid)), cannon, args.User);
}
// ignore gas stuff if the cannon doesn't use any
if (gas == null)
return;
// this should always be possible, as we'll eject the gas tank when it no longer is
var environment = _atmos.GetContainingMixture(cannon.Owner, false, true);
var removed = _gasTank.RemoveAir(gas.Value, component.GasUsage);
if (environment != null && removed != null)
{
_atmos.Merge(environment, removed);
}
if (gas.Value.Comp.Air.TotalMoles >= component.GasUsage)
return;
// eject gas tank
_slots.TryEject(uid, PneumaticCannonComponent.TankSlotId, args.User, out _);
}
private void OnGunRefreshModifiers(Entity<PneumaticCannonComponent> ent, ref GunRefreshModifiersEvent args)
{
if (ent.Comp.ProjectileSpeed is { } speed)
args.ProjectileSpeed = speed;
}
/// <summary>
/// Returns whether the pneumatic cannon has enough gas to shoot an item, as well as the tank itself.
/// </summary>
private Entity<GasTankComponent>? GetGas(EntityUid uid)
{
if (!Container.TryGetContainer(uid, PneumaticCannonComponent.TankSlotId, out var container) ||
container is not ContainerSlot slot || slot.ContainedEntity is not {} contained)
return null;
return TryComp<GasTankComponent>(contained, out var gasTank) ? (contained, gasTank) : null;
}
private float GetProjectileSpeedFromPower(PneumaticCannonComponent component)
{
return component.Power switch
{
PneumaticCannonPower.High => component.BaseProjectileSpeed * 4f,
PneumaticCannonPower.Medium => component.BaseProjectileSpeed,
PneumaticCannonPower.Low or _ => component.BaseProjectileSpeed * 0.5f,
};
}
}