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()
{