Ammo Consumption Hotfix
Weapons weren't firing for some reason
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6 changed files with 43 additions and 43 deletions
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@ -74,13 +74,14 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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protected void Trigger()
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{
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// If 1 ammo is consumed per burst, perform ammo consumption here
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && !UseAmmo()) return;
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if(_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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@ -105,33 +106,34 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0) _ammo--;
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else
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if (_ammo > 0)
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{
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var hasAmmo = true;
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if (_data.AmmoType != Guid.Empty)
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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_ammo--;
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return true;
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}
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var hasAmmo = true;
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if (_data.AmmoType != Guid.Empty)
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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return true;
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}
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public override bool Execute(float delta)
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@ -139,11 +141,11 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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base.Execute(delta);
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if (_coolingDown)
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{
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_cooldown -= delta / (_data.AmmoType != Guid.Empty && _ammo == 0 ? _data.ReloadTime : Cooldown);
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_cooldown -= delta / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.AmmoType != Guid.Empty && _ammo == 0)
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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@ -156,14 +158,13 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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if (!Entity.TryConsumeEnergy(Energy))
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// If multiple ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
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{
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_burstRemaining = 0;
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return false;
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}
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// If 1 ammo is consumed per shot in the burst, perform ammo consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && !UseAmmo()) return false;
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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