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crystall-punk-14/Content.Server/PneumaticCannon/PneumaticCannonSystem.cs

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