6
2026-01-18 12:53:36 +03:00

652 lines
24 KiB
C#

using Content.Shared.DoAfter;
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.Map;
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, AfterInteractEvent>(OnRevolverAfterInteract); // Frontier: better revolver reloading
SubscribeLocalEvent<RevolverAmmoProviderComponent, AmmoFillDoAfterEvent>(OnRevolverAmmoFillDoAfter); // Frontier: better revolver reloading
SubscribeLocalEvent<RevolverAmmoProviderComponent, GetAmmoCountEvent>(OnRevolverGetAmmoCount);
SubscribeLocalEvent<RevolverAmmoProviderComponent, UseInHandEvent>(OnRevolverUse);
}
private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (!_useDelay.TryResetDelay(uid))
return;
args.Handled = true;
Cycle(component);
UpdateAmmoCount(uid, prediction: false);
Dirty(uid, component);
}
private void OnRevolverGetAmmoCount(EntityUid uid, RevolverAmmoProviderComponent component, ref GetAmmoCountEvent args)
{
args.Count += GetRevolverCount(component);
args.Capacity += component.Capacity;
}
private void OnRevolverInteractUsing(EntityUid uid, RevolverAmmoProviderComponent component, InteractUsingEvent args)
{
if (args.Handled || _whitelistSystem.IsWhitelistFailOrNull(component.Whitelist, args.Used)) // Frontier: better revolver reloading
return; // Frontier: better revolver reloading
if (TryRevolverInsert(uid, component, args.Used, args.User))
args.Handled = true;
}
// Frontier: better revolver reloading
private void OnRevolverAfterInteract(EntityUid uid, RevolverAmmoProviderComponent component, AfterInteractEvent args)
{
if (args.Handled ||
!component.MayTransfer ||
!Timing.IsFirstTimePredicted ||
args.Target == null ||
args.Used == args.Target ||
Deleted(args.Target))
return;
// Ensure the target of interaction has a valid component.
var validComponent = false;
TimeSpan fillDelay = component.FillDelay;
if (TryComp<BallisticAmmoProviderComponent>(args.Target, out var ballisticComponent) && ballisticComponent.Whitelist is not null)
{
validComponent = true;
fillDelay = ballisticComponent.FillDelay;
}
else if (TryComp<RevolverAmmoProviderComponent>(args.Target, out var revolverComponent) && revolverComponent.Whitelist is not null)
{
validComponent = true;
fillDelay = revolverComponent.FillDelay;
}
if (validComponent)
{
args.Handled = true;
_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, fillDelay, new AmmoFillDoAfterEvent(), used: uid, target: args.Target, eventTarget: uid)
{
BreakOnMove = true,
BreakOnDamage = false,
NeedHand = true
});
}
}
// NOTE: closely resembles OnBallisticAmmoFillDoAfter except for bullet count check - redundancy could be removed.
private void OnRevolverAmmoFillDoAfter(EntityUid uid, RevolverAmmoProviderComponent component, AmmoFillDoAfterEvent args)
{
if (Deleted(args.Target))
return;
BallisticAmmoProviderComponent? ballisticTarget;
RevolverAmmoProviderComponent? revolverTarget = null;
if (!TryComp(args.Target, out ballisticTarget) && !TryComp(args.Target, out revolverTarget))
{
return;
}
if ((ballisticTarget is null || ballisticTarget.Whitelist is null) &&
(revolverTarget is null || revolverTarget.Whitelist is null))
{
// No supported component type with valid whitelist.
return;
}
if (ballisticTarget is not null && GetBallisticShots(ballisticTarget) >= ballisticTarget.Capacity ||
revolverTarget is not null && GetRevolverCount(revolverTarget) >= revolverTarget.Capacity)
{
Popup(
Loc.GetString("gun-ballistic-transfer-target-full",
("entity", args.Target)),
args.Target,
args.User);
return;
}
if (GetRevolverUnspentCount(component) == 0)
{
// NOTE: the revolver hay be full of unspent cases. Is this considered "empty", or do we need a new string?
Popup(
Loc.GetString("gun-ballistic-transfer-empty",
("entity", uid)),
uid,
args.User);
return;
}
void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
{
var evInsert = new InteractUsingEvent(args.User, ammo, ammoProvider, coordinates);
RaiseLocalEvent(ammoProvider, evInsert);
}
List<(EntityUid? Entity, IShootable Shootable)> ammo = new();
var evTakeAmmo = new TakeAmmoEvent(1, ammo, Transform(uid).Coordinates, args.User);
RaiseLocalEvent(uid, evTakeAmmo);
bool validAmmoType = true;
foreach (var (ent, _) in ammo)
{
if (ent == null)
continue;
if (ballisticTarget is not null && _whitelistSystem.IsWhitelistFailOrNull(ballisticTarget.Whitelist, ent.Value) ||
revolverTarget is not null && _whitelistSystem.IsWhitelistFailOrNull(revolverTarget.Whitelist, ent.Value))
{
Popup(
Loc.GetString("gun-ballistic-transfer-invalid",
("ammoEntity", ent.Value),
("targetEntity", args.Target.Value)),
uid,
args.User);
SimulateInsertAmmo(ent.Value, uid, Transform(uid).Coordinates);
validAmmoType = false;
}
else
{
// play sound to be cool
Audio.PlayPredicted(component.SoundInsert, uid, args.User);
SimulateInsertAmmo(ent.Value, args.Target.Value, Transform(args.Target.Value).Coordinates);
}
if (IsClientSide(ent.Value))
Del(ent.Value);
}
// repeat if there is more space in the target and more ammo to fill it
var moreSpace = false;
if (ballisticTarget is not null)
moreSpace = GetBallisticShots(ballisticTarget) < ballisticTarget.Capacity;
else if (revolverTarget is not null)
moreSpace = GetRevolverCount(revolverTarget) < revolverTarget.Capacity;
var moreAmmo = GetRevolverUnspentCount(component) > 0;
args.Repeat = moreSpace && moreAmmo && validAmmoType;
}
// End Frontier
private void OnRevolverGetState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentGetState args)
{
args.State = new RevolverAmmoProviderComponentState
{
CurrentIndex = component.CurrentIndex,
AmmoSlots = GetNetEntityList(component.AmmoSlots),
Chambers = component.Chambers,
};
}
private void OnRevolverHandleState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentHandleState args)
{
if (args.Current is not RevolverAmmoProviderComponentState state)
return;
var oldIndex = component.CurrentIndex;
component.CurrentIndex = state.CurrentIndex;
component.Chambers = new bool?[state.Chambers.Length];
// Need to copy across the state rather than the ref.
for (var i = 0; i < component.AmmoSlots.Count; i++)
{
component.AmmoSlots[i] = EnsureEntity<RevolverAmmoProviderComponent>(state.AmmoSlots[i], uid);
component.Chambers[i] = state.Chambers[i];
}
// Handle spins
if (oldIndex != state.CurrentIndex)
{
UpdateAmmoCount(uid, prediction: false);
}
}
public bool TryRevolverInsert(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid uid, EntityUid? user)
{
if (_whitelistSystem.IsWhitelistFailOrNull(component.Whitelist, uid)) // Frontier: no null, consistency with BallisticAmmoProvider
return false;
// If it's a speedloader try to get ammo from it.
if (EntityManager.HasComponent<SpeedLoaderComponent>(uid))
{
var freeSlots = 0;
for (var i = 0; i < component.Capacity; i++)
{
if (component.AmmoSlots[i] != null || component.Chambers[i] != null)
continue;
freeSlots++;
}
if (freeSlots == 0)
{
Popup(Loc.GetString("gun-revolver-full"), revolverUid, user);
return false;
}
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(uid);
var ammo = new List<(EntityUid? Entity, IShootable Shootable)>(freeSlots);
var ev = new TakeAmmoEvent(freeSlots, ammo, xform.Coordinates, user);
RaiseLocalEvent(uid, ev);
if (ev.Ammo.Count == 0)
{
Popup(Loc.GetString("gun-speedloader-empty"), revolverUid, user);
return false;
}
for (var i = 0; i < component.Capacity && ev.Ammo.Count > 0; i++) // Frontier: speedloader partial reload fix
{
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null)
{
continue;
}
var ent = ev.Ammo.Last().Entity;
ev.Ammo.RemoveAt(ev.Ammo.Count - 1);
if (ent == null)
{
Log.Error($"Tried to load hitscan into a revolver which is unsupported");
continue;
}
component.AmmoSlots[index] = ent.Value;
Containers.Insert(ent.Value, component.AmmoContainer);
SetChamber(index, component, uid);
}
DebugTools.Assert(ammo.Count == 0);
UpdateRevolverAppearance(revolverUid, component);
UpdateAmmoCount(revolverUid);
Dirty(revolverUid, component);
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
return true;
}
// Try to insert the entity directly.
for (var i = 0; i < component.Capacity; i++)
{
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null)
{
continue;
}
component.AmmoSlots[index] = uid;
Containers.Insert(uid, component.AmmoContainer);
SetChamber(index, component, uid);
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
UpdateRevolverAppearance(revolverUid, component);
UpdateAmmoCount(revolverUid);
Dirty(revolverUid, component);
return true;
}
Popup(Loc.GetString("gun-revolver-full"), revolverUid, user);
return false;
}
private void SetChamber(int index, RevolverAmmoProviderComponent component, EntityUid uid)
{
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge) && cartridge.Spent)
{
component.Chambers[index] = false;
return;
}
component.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(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
{
var mapCoordinates = TransformSystem.GetMapCoordinates(revolverUid);
var anyEmpty = false;
for (var i = 0; i < component.Capacity; i++)
{
var chamber = component.Chambers[i];
var slot = component.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(component.FillPrototype, mapCoordinates);
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge))
SetCartridgeSpent(uid, cartridge, !(bool) chamber);
EjectCartridge(uid);
}
component.Chambers[i] = null;
anyEmpty = true;
}
else
{
component.AmmoSlots[i] = null;
Containers.Remove(slot.Value, component.AmmoContainer);
component.Chambers[i] = null;
if (!_netManager.IsClient)
EjectCartridge(slot.Value);
anyEmpty = true;
}
}
if (anyEmpty)
{
Audio.PlayPredicted(component.SoundEject, revolverUid, user);
UpdateAmmoCount(revolverUid, prediction: false);
UpdateRevolverAppearance(revolverUid, component);
Dirty(revolverUid, component);
}
}
private void UpdateRevolverAppearance(EntityUid uid, RevolverAmmoProviderComponent component)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
var count = GetRevolverCount(component);
Appearance.SetData(uid, AmmoVisuals.HasAmmo, count != 0, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoCount, count, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity, appearance);
}
protected virtual void SpinRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
{
Audio.PlayPredicted(component.SoundSpin, revolverUid, user);
Popup(Loc.GetString("gun-revolver-spun"), revolverUid, user);
}
private void OnRevolverTakeAmmo(EntityUid uid, RevolverAmmoProviderComponent component, TakeAmmoEvent args)
{
if (args.WillBeFired) // Frontier: fire the revolver
{
var currentIndex = component.CurrentIndex;
Cycle(component, 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) % component.Capacity;
var chamber = component.Chambers[index];
EntityUid? ent = null;
// Get contained entity if it exists.
if (component.AmmoSlots[index] != null)
{
ent = component.AmmoSlots[index]!;
component.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.
ent = Spawn(component.FillPrototype, args.Coordinates);
if (!_netManager.IsClient)
{
component.AmmoSlots[index] = ent;
Containers.Insert(ent.Value, component.AmmoContainer);
}
component.Chambers[index] = false;
}
}
// Chamber empty or spent
if (ent == null)
continue;
if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
{
if (cartridge.Spent)
continue;
// Mark cartridge as spent and if it's caseless delete from the chamber slot.
SetCartridgeSpent(ent.Value, cartridge, true);
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
if (cartridge.DeleteOnSpawn)
{
component.AmmoSlots[index] = null;
component.Chambers[index] = null;
}
}
else
{
component.AmmoSlots[index] = null;
component.Chambers[index] = null;
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
}
// Delete the cartridge entity on client
if (_netManager.IsClient)
{
QueueDel(ent);
}
}
}
else
{
// Frontier: better revolver reloading
var currentIndex = component.CurrentIndex;
var shotsToRemove = Math.Min(args.Shots, GetRevolverUnspentCount(component));
var removedShots = 0;
// Rotate around until we've covered the whole cylinder or there are no more unspent bullets to transfer.
for (var i = 0; i < component.Capacity && removedShots < shotsToRemove; i++)
{
// Remove the last rounds to be fired without cycling the action.
// If the gun had a live round to start, it should have a live round when finished if any unspent rounds remain.
var index = (currentIndex + (component.Capacity - 1) - i) % component.Capacity;
var chamber = component.Chambers[index];
// Only take live rounds, leave the empties where they are.
if (chamber == true)
{
// Get current cartridge, or spawn a new one if it doesn't exist.
EntityUid? ent = component.AmmoSlots[index]!;
if (ent == null)
{
ent = Spawn(component.FillPrototype, args.Coordinates);
if (!_netManager.IsClient)
{
component.AmmoSlots[index] = ent;
Containers.Insert(ent.Value, component.AmmoContainer);
}
}
// Add the cartridge to our set and remove the bullet from the gun.
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
Containers.Remove(ent.Value, component.AmmoContainer);
component.AmmoSlots[index] = null;
component.Chambers[index] = null;
removedShots++;
}
}
// End Frontier
}
UpdateAmmoCount(uid, prediction: false);
UpdateRevolverAppearance(uid, component);
Dirty(uid, component);
}
private void Cycle(RevolverAmmoProviderComponent component, int count = 1)
{
component.CurrentIndex = (component.CurrentIndex + count) % component.Capacity;
}
private void OnRevolverInit(EntityUid uid, RevolverAmmoProviderComponent component, ComponentInit args)
{
component.AmmoContainer = Containers.EnsureContainer<Container>(uid, RevolverContainer);
component.AmmoSlots.EnsureCapacity(component.Capacity);
var remainder = component.Capacity - component.AmmoSlots.Count;
for (var i = 0; i < remainder; i++)
{
component.AmmoSlots.Add(null);
}
component.Chambers = new bool?[component.Capacity];
if (component.FillPrototype != null)
{
for (var i = 0; i < component.Capacity; i++)
{
if (component.AmmoSlots[i] != null)
{
component.Chambers[i] = null;
continue;
}
component.Chambers[i] = true;
}
}
DebugTools.Assert(component.AmmoSlots.Count == component.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
{
}
}