From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Mon, 29 Jan 2024 00:09:56 +0000 (+1100) Subject: BatteryWeaponFireModes refactor (#24502) X-Git-Url: https://git.smokeofanarchy.ru/gitweb.cgi?a=commitdiff_plain;h=58b55ba06c5de031079915a607ccf3adad781f93;p=space-station-14.git BatteryWeaponFireModes refactor (#24502) * BatteryWeaponFireModes refactor Made the code a bit better but still needs integrating into attachments. * murder * Fix serialization * weh * weh --- diff --git a/Content.Server/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs b/Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs similarity index 62% rename from Content.Server/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs rename to Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs index 0d2b05d36c..b0ca1f215c 100644 --- a/Content.Server/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs +++ b/Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs @@ -1,13 +1,14 @@ +using Content.Shared.Weapons.Ranged.Systems; +using Robust.Shared.GameStates; using Robust.Shared.Prototypes; -using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; -using Content.Server.Weapons.Ranged.Systems; +using Robust.Shared.Serialization; -namespace Content.Server.Weapons.Ranged.Components; +namespace Content.Shared.Weapons.Ranged.Components; /// /// Allows battery weapons to fire different types of projectiles /// -[RegisterComponent] +[RegisterComponent, NetworkedComponent] [Access(typeof(BatteryWeaponFireModesSystem))] [AutoGenerateComponentState] public sealed partial class BatteryWeaponFireModesComponent : Component @@ -15,30 +16,30 @@ public sealed partial class BatteryWeaponFireModesComponent : Component /// /// A list of the different firing modes the weapon can switch between /// - [DataField("fireModes", required: true)] + [DataField(required: true)] [AutoNetworkedField] public List FireModes = new(); /// /// The currently selected firing mode /// - [DataField("currentFireMode")] + [DataField] [AutoNetworkedField] - public BatteryWeaponFireMode? CurrentFireMode = default!; + public int CurrentFireMode; } -[DataDefinition] +[DataDefinition, Serializable, NetSerializable] public sealed partial class BatteryWeaponFireMode { /// /// The projectile prototype associated with this firing mode /// - [DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer))] - public string Prototype = default!; + [DataField("proto", required: true)] + public EntProtoId Prototype = default!; /// /// The battery cost to fire the projectile associated with this firing mode /// - [DataField("fireCost")] + [DataField] public float FireCost = 100; } diff --git a/Content.Server/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs b/Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs similarity index 59% rename from Content.Server/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs rename to Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs index 90859d4068..68fb2f27c9 100644 --- a/Content.Server/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs +++ b/Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs @@ -1,19 +1,18 @@ -using Content.Server.Popups; -using Content.Server.Weapons.Ranged.Components; +using System.Linq; using Content.Shared.Database; using Content.Shared.Examine; using Content.Shared.Interaction; +using Content.Shared.Popups; using Content.Shared.Verbs; using Content.Shared.Weapons.Ranged.Components; using Robust.Shared.Prototypes; -using System.Linq; -namespace Content.Server.Weapons.Ranged.Systems; +namespace Content.Shared.Weapons.Ranged.Systems; public sealed class BatteryWeaponFireModesSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; - [Dependency] private readonly PopupSystem _popupSystem = default!; + [Dependency] private readonly SharedPopupSystem _popupSystem = default!; public override void Initialize() { @@ -26,51 +25,47 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args) { - if (component.FireModes == null || component.FireModes.Count < 2) + if (component.FireModes.Count < 2) return; - if (component.CurrentFireMode == null) - { - SetFireMode(uid, component, component.FireModes.First()); - } - - if (component.CurrentFireMode?.Prototype == null) - return; + var fireMode = GetMode(component); - if (!_prototypeManager.TryIndex(component.CurrentFireMode.Prototype, out var proto)) + if (!_prototypeManager.TryIndex(fireMode.Prototype, out var proto)) return; args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name))); } + private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component) + { + return component.FireModes[component.CurrentFireMode]; + } + private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract || args.Hands == null) return; - if (component.FireModes == null || component.FireModes.Count < 2) + if (component.FireModes.Count < 2) return; - if (component.CurrentFireMode == null) - { - SetFireMode(uid, component, component.FireModes.First()); - } - - foreach (var fireMode in component.FireModes) + for (var i = 0; i < component.FireModes.Count; i++) { + var fireMode = component.FireModes[i]; var entProto = _prototypeManager.Index(fireMode.Prototype); + var index = i; var v = new Verb { Priority = 1, Category = VerbCategory.SelectType, Text = entProto.Name, - Disabled = fireMode == component.CurrentFireMode, + Disabled = i == component.CurrentFireMode, Impact = LogImpact.Low, DoContactInteraction = true, Act = () => { - SetFireMode(uid, component, fireMode, args.User); + SetFireMode(uid, component, index, args.User); } }; @@ -80,7 +75,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args) { - if (component.FireModes == null || component.FireModes.Count < 2) + if (component.FireModes.Count < 2) return; CycleFireMode(uid, component, args.User); @@ -88,30 +83,18 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user) { - int index = (component.CurrentFireMode != null) ? - Math.Max(component.FireModes.IndexOf(component.CurrentFireMode), 0) + 1 : 1; - - BatteryWeaponFireMode? fireMode; - - if (index >= component.FireModes.Count) - { - fireMode = component.FireModes.FirstOrDefault(); - } - - else - { - fireMode = component.FireModes[index]; - } + if (component.FireModes.Count < 2) + return; - SetFireMode(uid, component, fireMode, user); + var index = (component.CurrentFireMode + 1) % component.FireModes.Count; + SetFireMode(uid, component, index, user); } - private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, BatteryWeaponFireMode? fireMode, EntityUid? user = null) + private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null) { - if (fireMode?.Prototype == null) - return; - - component.CurrentFireMode = fireMode; + var fireMode = component.FireModes[index]; + component.CurrentFireMode = index; + Dirty(uid, component); if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider)) { @@ -123,7 +106,7 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem if (user != null) { - _popupSystem.PopupEntity(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value); + _popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value); } } } diff --git a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs index 07af02e509..ba22ba2cdc 100644 --- a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs +++ b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs @@ -69,7 +69,7 @@ public abstract partial class SharedGunSystem : EntitySystem private const float EjectOffset = 0.4f; protected const string AmmoExamineColor = "yellow"; protected const string FireRateExamineColor = "yellow"; - protected const string ModeExamineColor = "cyan"; + public const string ModeExamineColor = "cyan"; public override void Initialize() {