Files
wwdpublic/Content.Server/_Goobstation/Mech/Equipment/EntitySystems/MechGunSystem.cs
sleepyyapril 6249942d3e Goob Mechs (#1611)
# Description

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We like mechs here, yeah?

---

# Changelog

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🆑 Mocho, John Space
- tweak: The H.O.N.K. has received an airtight cabin for honk operations
in outer space.
- add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring
a pressurized cabin for space operations.
- add: Added the Clarke, A fast moving mech for space travel, with built
in thrusters (not certain if they work properly though :trollface:)
- add: Added the Gygax, a lightly armored and highly mobile mech with
enough force to rip walls, or someone's head off.
- add: Added the Durand, a slow but beefy combat suit that you dont want
to fight in close quarters.
- add: Added the Marauder, a specialized mech issued to ERT operatives.
- add: Added the Seraph, a specialized combat suit issued to ???
operatives.
- add: The syndicate has started issuing units under the codenames "Dark
Gygax" and "Mauler" to syndicate agents at an introductory price.
- add: The exosuit fabricator can now be emagged to reveal new recipes.
- add: There are 4 new bounties cargo can fulfill for mechs. Feedback on
the cost/reward is welcome!

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: John Space <bigdumb421@gmail.com>
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: ScyronX <166930367+ScyronX@users.noreply.github.com>

(cherry picked from commit e3003b67014565816e83556c826a8bba344aac94)
2025-01-23 08:06:20 +03:00

76 lines
2.7 KiB
C#

using Content.Server.Mech.Systems;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Random;
namespace Content.Server.Mech.Equipment.EntitySystems;
public sealed class MechGunSystem : EntitySystem
{
[Dependency] private readonly MechSystem _mech = default!;
[Dependency] private readonly BatterySystem _battery = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MechEquipmentComponent, HandleMechEquipmentBatteryEvent>(OnHandleMechEquipmentBattery);
SubscribeLocalEvent<HitscanBatteryAmmoProviderComponent, CheckMechWeaponBatteryEvent>(OnCheckBattery);
SubscribeLocalEvent<ProjectileBatteryAmmoProviderComponent, CheckMechWeaponBatteryEvent>(OnCheckBattery);
}
private void OnHandleMechEquipmentBattery(EntityUid uid, MechEquipmentComponent component, HandleMechEquipmentBatteryEvent args)
{
if (!component.EquipmentOwner.HasValue)
return;
if (!TryComp<MechComponent>(component.EquipmentOwner.Value, out var mech))
return;
if (TryComp<BatteryComponent>(uid, out var battery))
{
var ev = new CheckMechWeaponBatteryEvent(battery);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
ChargeGunBattery(uid, battery);
}
}
private void OnCheckBattery(EntityUid uid, BatteryAmmoProviderComponent component, CheckMechWeaponBatteryEvent args)
{
if (args.Battery.CurrentCharge > component.FireCost)
args.Cancelled = true;
}
private void ChargeGunBattery(EntityUid uid, BatteryComponent component)
{
if (!TryComp<MechEquipmentComponent>(uid, out var mechEquipment) || !mechEquipment.EquipmentOwner.HasValue)
return;
if (!TryComp<MechComponent>(mechEquipment.EquipmentOwner.Value, out var mech))
return;
var maxCharge = component.MaxCharge;
var currentCharge = component.CurrentCharge;
var chargeDelta = maxCharge - currentCharge;
// TODO: The battery charge of the mech would be spent directly when fired.
if (chargeDelta <= 0 || mech.Energy - chargeDelta < 0)
return;
if (!_mech.TryChangeEnergy(mechEquipment.EquipmentOwner.Value, -chargeDelta, mech))
return;
_battery.SetCharge(uid, component.MaxCharge, component);
}
}
[ByRefEvent]
public record struct CheckMechWeaponBatteryEvent(BatteryComponent Battery, bool Cancelled = false);