* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
393 lines
13 KiB
C#
393 lines
13 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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/// <summary>
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/// Shotguns mostly
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/// </summary>
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[RegisterComponent]
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public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
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{
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// Originally I had this logic shared with PumpBarrel and used a couple of variables to control things
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// but it felt a lot messier to play around with, especially when adding verbs
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public override string Name => "BoltActionBarrel";
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public override uint? NetID => ContentNetIDs.BOLTACTION_BARREL;
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public override int ShotsLeft
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{
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get
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{
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var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
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return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
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}
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}
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public override int Capacity => _capacity;
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[DataField("capacity")]
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private int _capacity = 6;
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private ContainerSlot _chamberContainer;
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private Stack<IEntity> _spawnedAmmo;
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private Container _ammoContainer;
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[ViewVariables]
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[DataField("caliber")]
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private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
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[ViewVariables]
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[DataField("fillPrototype")]
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private string _fillPrototype;
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[ViewVariables]
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private int _unspawnedCount;
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public bool BoltOpen
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{
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get => _boltOpen;
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set
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{
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if (_boltOpen == value)
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{
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return;
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}
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var soundSystem = EntitySystem.Get<AudioSystem>();
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if (value)
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{
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TryEjectChamber();
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if (_soundBoltOpen != null)
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{
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soundSystem.PlayAtCoords(_soundBoltOpen, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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}
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else
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{
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TryFeedChamber();
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if (_soundBoltClosed != null)
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{
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soundSystem.PlayAtCoords(_soundBoltClosed, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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}
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_boltOpen = value;
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UpdateAppearance();
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Dirty();
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}
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}
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private bool _boltOpen;
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[DataField("autoCycle")]
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private bool _autoCycle;
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private AppearanceComponent _appearanceComponent;
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// Sounds
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[DataField("soundCycle")]
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private string _soundCycle = "/Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg";
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[DataField("soundBoltOpen")]
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private string _soundBoltOpen = "/Audio/Weapons/Guns/Bolt/rifle_bolt_open.ogg";
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[DataField("soundBoltClosed")]
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private string _soundBoltClosed = "/Audio/Weapons/Guns/Bolt/rifle_bolt_closed.ogg";
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[DataField("soundInsert")]
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private string _soundInsert = "/Audio/Weapons/Guns/MagIn/bullet_insert.ogg";
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void IMapInit.MapInit()
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{
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if (_fillPrototype != null)
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{
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_unspawnedCount += Capacity;
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if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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var chamberEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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_chamberContainer.Insert(chamberEntity);
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}
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}
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UpdateAppearance();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = (ShotsLeft, Capacity);
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var chamberedExists = _chamberContainer.ContainedEntity != null;
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// (Is one chambered?, is the bullet spend)
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var chamber = (chamberedExists, false);
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if (chamberedExists && _chamberContainer.ContainedEntity.TryGetComponent<AmmoComponent>(out var ammo))
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{
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chamber.Item2 = ammo.Spent;
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}
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return new BoltActionBarrelComponentState(
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chamber,
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FireRateSelector,
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count,
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SoundGunshot);
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}
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public override void Initialize()
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{
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// TODO: Add existing ammo support on revolvers
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base.Initialize();
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_spawnedAmmo = new Stack<IEntity>(_capacity - 1);
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_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammo-container", out var existing);
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if (existing)
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{
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foreach (var entity in _ammoContainer.ContainedEntities)
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{
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_spawnedAmmo.Push(entity);
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_unspawnedCount--;
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}
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}
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_chamberContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber-container");
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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Dirty();
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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_appearanceComponent?.SetData(BarrelBoltVisuals.BoltOpen, BoltOpen);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public override IEntity PeekAmmo()
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{
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return _chamberContainer.ContainedEntity;
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}
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public override IEntity TakeProjectile(EntityCoordinates spawnAt)
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{
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var chamberEntity = _chamberContainer.ContainedEntity;
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if (_autoCycle)
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{
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Cycle();
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}
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else
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{
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Dirty();
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}
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return chamberEntity?.GetComponent<AmmoComponent>().TakeBullet(spawnAt);
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}
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protected override bool WeaponCanFire()
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{
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if (!base.WeaponCanFire())
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{
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return false;
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}
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return !BoltOpen && _chamberContainer.ContainedEntity != null;
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}
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private void Cycle(bool manual = false)
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{
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TryEjectChamber();
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TryFeedChamber();
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if (_chamberContainer.ContainedEntity == null && manual)
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{
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BoltOpen = true;
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if (Owner.TryGetContainer(out var container))
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{
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Owner.PopupMessage(container.Owner, Loc.GetString("Bolt opened"));
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}
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return;
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}
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else
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{
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if (_soundCycle != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundCycle, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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}
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Dirty();
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UpdateAppearance();
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}
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public bool TryInsertBullet(IEntity user, IEntity ammo)
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{
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if (!ammo.TryGetComponent(out AmmoComponent ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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if (!BoltOpen)
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{
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Owner.PopupMessage(user, Loc.GetString("Bolt isn't open"));
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return false;
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}
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if (_chamberContainer.ContainedEntity == null)
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{
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_chamberContainer.Insert(ammo);
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if (_soundInsert != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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Dirty();
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UpdateAppearance();
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return true;
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}
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if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
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{
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_ammoContainer.Insert(ammo);
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_spawnedAmmo.Push(ammo);
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if (_soundInsert != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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Dirty();
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UpdateAppearance();
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return true;
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}
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Owner.PopupMessage(user, Loc.GetString("No room"));
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return false;
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}
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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if (BoltOpen)
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{
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BoltOpen = false;
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Bolt closed"));
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return true;
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}
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Cycle(true);
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return true;
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}
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public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertBullet(eventArgs.User, eventArgs.Using);
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}
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private bool TryEjectChamber()
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{
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var chamberedEntity = _chamberContainer.ContainedEntity;
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if (chamberedEntity != null)
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{
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if (!_chamberContainer.Remove(chamberedEntity))
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{
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return false;
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}
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if (!chamberedEntity.GetComponent<AmmoComponent>().Caseless)
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{
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EjectCasing(chamberedEntity);
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}
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return true;
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}
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return false;
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}
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private bool TryFeedChamber()
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{
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if (_chamberContainer.ContainedEntity != null)
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{
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return false;
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}
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if (_spawnedAmmo.TryPop(out var next))
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{
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_ammoContainer.Remove(next);
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_chamberContainer.Insert(next);
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return true;
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}
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else if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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_chamberContainer.Insert(ammoEntity);
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return true;
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}
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return false;
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}
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public override void Examine(FormattedMessage message, bool inDetailsRange)
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{
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base.Examine(message, inDetailsRange);
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message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
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}
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[Verb]
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private sealed class OpenBoltVerb : Verb<BoltActionBarrelComponent>
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{
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protected override void GetData(IEntity user, BoltActionBarrelComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Open bolt");
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data.Visibility = component.BoltOpen ? VerbVisibility.Invisible : VerbVisibility.Visible;
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}
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protected override void Activate(IEntity user, BoltActionBarrelComponent component)
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{
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component.BoltOpen = true;
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}
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}
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[Verb]
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private sealed class CloseBoltVerb : Verb<BoltActionBarrelComponent>
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{
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protected override void GetData(IEntity user, BoltActionBarrelComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Close bolt");
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data.Visibility = component.BoltOpen ? VerbVisibility.Visible : VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, BoltActionBarrelComponent component)
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{
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component.BoltOpen = false;
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}
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}
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}
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}
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