Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
This commit is contained in:
@@ -296,7 +296,7 @@ namespace Content.Shared.Damage
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DamageChanged(uid, component, new DamageSpecifier());
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}
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public void SetDamageModifierSetId(EntityUid uid, string damageModifierSetId, DamageableComponent? comp = null)
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public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
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{
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if (!_damageableQuery.Resolve(uid, ref comp))
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return;
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161
Content.Shared/Turrets/DeployableTurretComponent.cs
Normal file
161
Content.Shared/Turrets/DeployableTurretComponent.cs
Normal file
@@ -0,0 +1,161 @@
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Turrets;
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/// <summary>
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/// Attached to turrets that can be toggled between an inactive and active state
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
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[Access(typeof(SharedDeployableTurretSystem))]
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public sealed partial class DeployableTurretComponent : Component
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{
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/// <summary>
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/// Whether the turret is toggled 'on' or 'off'
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = false;
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/// <summary>
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/// The current state of the turret. Used to inform the device network.
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/// </summary>
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[DataField, AutoNetworkedField]
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public DeployableTurretState CurrentState = DeployableTurretState.Retracted;
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/// <summary>
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/// The visual state of the turret. Used on the client-side.
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/// </summary>
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[DataField]
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public DeployableTurretState VisualState = DeployableTurretState.Retracted;
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/// <summary>
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/// The physics fixture that will have its collisions disabled when the turret is retracted.
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/// </summary>
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[DataField]
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public string? DeployedFixture = "turret";
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/// <summary>
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/// When retracted, the following damage modifier set will be applied to the turret.
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/// </summary>
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[DataField]
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public ProtoId<DamageModifierSetPrototype>? RetractedDamageModifierSetId;
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/// <summary>
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/// When deployed, the following damage modifier set will be applied to the turret.
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/// </summary>
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[DataField]
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public ProtoId<DamageModifierSetPrototype>? DeployedDamageModifierSetId;
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#region: Sound data
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/// <summary>
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/// Sound to play when denied access to the turret.
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/// </summary>
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[DataField]
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public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
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/// <summary>
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/// Sound to play when the turret deploys.
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/// </summary>
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[DataField]
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public SoundSpecifier DeploymentSound = new SoundPathSpecifier("/Audio/Machines/blastdoor.ogg");
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/// <summary>
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/// Sound to play when the turret retracts.
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/// </summary>
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[DataField]
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public SoundSpecifier RetractionSound = new SoundPathSpecifier("/Audio/Machines/blastdoor.ogg");
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#endregion
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#region: Animation data
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/// <summary>
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/// The length of the deployment animation (in seconds)
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/// </summary>
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[DataField]
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public float DeploymentLength = 1.19f;
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/// <summary>
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/// The length of the retraction animation (in seconds)
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/// </summary>
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[DataField]
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public float RetractionLength = 1.19f;
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/// <summary>
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/// The time that the current animation should complete (in seconds)
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/// </summary>
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[DataField, AutoPausedField]
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public TimeSpan AnimationCompletionTime = TimeSpan.Zero;
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/// <summary>
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/// The animation used when turret activates
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public object DeploymentAnimation = default!;
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/// <summary>
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/// The animation used when turret deactivates
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public object RetractionAnimation = default!;
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/// <summary>
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/// The key used to index the animation played when turning the turret on/off.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public const string AnimationKey = "deployable_turret_animation";
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#endregion
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#region: Visual state data
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/// <summary>
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/// The visual state to use when the turret is deployed.
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/// </summary>
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[DataField]
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public string DeployedState = "cover_open";
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/// <summary>
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/// The visual state to use when the turret is not deployed.
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/// </summary>
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[DataField]
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public string RetractedState = "cover_closed";
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/// <summary>
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/// Used to build the deployment animation when the component is initialized.
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/// </summary>
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[DataField]
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public string DeployingState = "cover_opening";
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/// <summary>
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/// Used to build the retraction animation when the component is initialized.
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/// </summary>
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[DataField]
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public string RetractingState = "cover_closing";
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#endregion
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}
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[Serializable, NetSerializable]
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public enum DeployableTurretVisuals : byte
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{
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Turret,
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Weapon,
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Broken,
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}
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[Serializable, NetSerializable]
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public enum DeployableTurretState : byte
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{
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Retracted = 0,
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Deployed = (1 << 0),
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Retracting = (1 << 1),
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Deploying = (1 << 1) | Deployed,
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Firing = (1 << 2) | Deployed,
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Disabled = (1 << 3),
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Broken = (1 << 4),
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}
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167
Content.Shared/Turrets/SharedDeployableTurretSystem.cs
Normal file
167
Content.Shared/Turrets/SharedDeployableTurretSystem.cs
Normal file
@@ -0,0 +1,167 @@
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Wires;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Turrets;
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public abstract partial class SharedDeployableTurretSystem : EntitySystem
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedWiresSystem _wires = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployableTurretComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DeployableTurretComponent, AttemptChangePanelEvent>(OnAttemptChangeWirePanelWire);
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SubscribeLocalEvent<DeployableTurretComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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}
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private void OnGetVerb(Entity<DeployableTurretComponent> ent, ref 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 (!_accessReader.IsAllowed(args.User, ent))
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return;
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var user = args.User;
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var verb = new Verb
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{
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Priority = 1,
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Text = ent.Comp.Enabled ? Loc.GetString("deployable-turret-component-deactivate") : Loc.GetString("deployable-turret-component-activate"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/Spare/poweronoff.svg.192dpi.png")),
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Disabled = !HasAmmo(ent),
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Impact = LogImpact.Low,
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Act = () => { TryToggleState(ent, user); }
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};
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args.Verbs.Add(verb);
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}
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private void OnActivate(Entity<DeployableTurretComponent> ent, ref ActivateInWorldEvent args)
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{
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if (TryComp(ent, out UseDelayComponent? useDelay) && !_useDelay.TryResetDelay((ent, useDelay), true))
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return;
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if (!_accessReader.IsAllowed(args.User, ent))
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{
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_popup.PopupClient(Loc.GetString("deployable-turret-component-access-denied"), ent, args.User);
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_audio.PlayPredicted(ent.Comp.AccessDeniedSound, ent, args.User);
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return;
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}
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TryToggleState(ent, args.User);
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}
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private void OnAttemptChangeWirePanelWire(Entity<DeployableTurretComponent> ent, ref AttemptChangePanelEvent args)
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{
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if (!ent.Comp.Enabled || args.Cancelled)
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return;
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_popup.PopupClient(Loc.GetString("deployable-turret-component-cannot-access-wires"), ent, args.User);
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args.Cancelled = true;
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}
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public bool TryToggleState(Entity<DeployableTurretComponent> ent, EntityUid? user = null)
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{
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return TrySetState(ent, !ent.Comp.Enabled, user);
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}
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public bool TrySetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
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{
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if (enabled && ent.Comp.CurrentState == DeployableTurretState.Broken)
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{
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if (user != null)
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_popup.PopupClient(Loc.GetString("deployable-turret-component-is-broken"), ent, user.Value);
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return false;
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}
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if (enabled && !HasAmmo(ent))
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{
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if (user != null)
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_popup.PopupClient(Loc.GetString("deployable-turret-component-no-ammo"), ent, user.Value);
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return false;
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}
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SetState(ent, enabled, user);
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return true;
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}
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protected virtual void SetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
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{
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if (ent.Comp.Enabled == enabled)
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return;
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// Hide the wires panel UI on activation
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if (enabled && TryComp<WiresPanelComponent>(ent, out var wires) && wires.Open)
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{
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_wires.TogglePanel(ent, wires, false);
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_audio.PlayPredicted(wires.ScrewdriverCloseSound, ent, user);
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}
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// Determine how much time is remaining in the current animation and the one next in queue
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// We track this so that when a turret is toggled on/off, we can wait for all queued animations
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// to end before the turret's HTN is reactivated
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var animTimeRemaining = MathF.Max((float)(ent.Comp.AnimationCompletionTime - _timing.CurTime).TotalSeconds, 0f);
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var animTimeNext = enabled ? ent.Comp.DeploymentLength : ent.Comp.RetractionLength;
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ent.Comp.AnimationCompletionTime = _timing.CurTime + TimeSpan.FromSeconds(animTimeNext + animTimeRemaining);
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// Change the turret's damage modifiers
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if (TryComp<DamageableComponent>(ent, out var damageable))
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{
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var damageSetID = enabled ? ent.Comp.DeployedDamageModifierSetId : ent.Comp.RetractedDamageModifierSetId;
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_damageable.SetDamageModifierSetId(ent, damageSetID, damageable);
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}
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// Change the turret's fixtures
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if (ent.Comp.DeployedFixture != null &&
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TryComp(ent, out FixturesComponent? fixtures) &&
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fixtures.Fixtures.TryGetValue(ent.Comp.DeployedFixture, out var fixture))
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{
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_physics.SetHard(ent, fixture, enabled);
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}
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// Play pop up message
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var msg = enabled ? "deployable-turret-component-activating" : "deployable-turret-component-deactivating";
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_popup.PopupClient(Loc.GetString(msg), ent, user);
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// Update enabled state
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ent.Comp.Enabled = enabled;
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DirtyField(ent, ent.Comp, "Enabled");
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}
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public bool HasAmmo(Entity<DeployableTurretComponent> ent)
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{
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var ammoCountEv = new GetAmmoCountEvent();
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RaiseLocalEvent(ent, ref ammoCountEv);
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return ammoCountEv.Count > 0;
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}
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}
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@@ -43,3 +43,9 @@ public sealed partial class BatteryWeaponFireMode
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[DataField]
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public float FireCost = 100;
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}
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[Serializable, NetSerializable]
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public enum BatteryWeaponFireModeVisuals : byte
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{
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State
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}
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@@ -1,7 +1,8 @@
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using System.Linq;
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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;
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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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@@ -14,12 +15,14 @@ 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, ActivateInWorldEvent>(OnInteractHandEvent);
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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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@@ -44,12 +47,15 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
|
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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.Hands == null)
|
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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;
|
||||
|
||||
if (!_accessReaderSystem.IsAllowed(args.User, uid))
|
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return;
|
||||
|
||||
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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@@ -62,11 +68,11 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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Category = VerbCategory.SelectType,
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Text = entProto.Name,
|
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Disabled = i == component.CurrentFireMode,
|
||||
Impact = LogImpact.Low,
|
||||
Impact = LogImpact.Medium,
|
||||
DoContactInteraction = true,
|
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Act = () =>
|
||||
{
|
||||
SetFireMode(uid, component, index, args.User);
|
||||
TrySetFireMode(uid, component, index, args.User);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -74,24 +80,31 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
|
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}
|
||||
}
|
||||
|
||||
private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
|
||||
private void OnUseInHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (!args.Complex)
|
||||
return;
|
||||
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
CycleFireMode(uid, component, args.User);
|
||||
TryCycleFireMode(uid, component, args.User);
|
||||
}
|
||||
|
||||
private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
|
||||
public void TryCycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid? user = null)
|
||||
{
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
|
||||
TrySetFireMode(uid, component, index, user);
|
||||
}
|
||||
|
||||
public bool TrySetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
|
||||
{
|
||||
if (index < 0 || index >= component.FireModes.Count)
|
||||
return false;
|
||||
|
||||
if (user != null && !_accessReaderSystem.IsAllowed(user.Value, uid))
|
||||
return false;
|
||||
|
||||
SetFireMode(uid, component, index, user);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
|
||||
@@ -100,26 +113,30 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
|
||||
component.CurrentFireMode = index;
|
||||
Dirty(uid, component);
|
||||
|
||||
if (_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
|
||||
{
|
||||
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
_appearanceSystem.SetData(uid, BatteryWeaponFireModeVisuals.State, prototype.ID, appearance);
|
||||
|
||||
if (user != null)
|
||||
_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
|
||||
}
|
||||
|
||||
if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProviderComponent))
|
||||
{
|
||||
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
|
||||
return;
|
||||
|
||||
// TODO: Have this get the info directly from the batteryComponent when power is moved to shared.
|
||||
var OldFireCost = projectileBatteryAmmoProviderComponent.FireCost;
|
||||
projectileBatteryAmmoProviderComponent.Prototype = fireMode.Prototype;
|
||||
projectileBatteryAmmoProviderComponent.FireCost = fireMode.FireCost;
|
||||
|
||||
float FireCostDiff = (float)fireMode.FireCost / (float)OldFireCost;
|
||||
projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots/FireCostDiff);
|
||||
projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity/FireCostDiff);
|
||||
projectileBatteryAmmoProviderComponent.Shots = (int)Math.Round(projectileBatteryAmmoProviderComponent.Shots / FireCostDiff);
|
||||
projectileBatteryAmmoProviderComponent.Capacity = (int)Math.Round(projectileBatteryAmmoProviderComponent.Capacity / FireCostDiff);
|
||||
|
||||
Dirty(uid, projectileBatteryAmmoProviderComponent);
|
||||
|
||||
var updateClientAmmoEvent = new UpdateClientAmmoEvent();
|
||||
RaiseLocalEvent(uid, ref updateClientAmmoEvent);
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user