using Content.Shared.Interaction;
using Content.Shared.Weapons.Ranged.Components;
namespace Content.Shared.Weapons.Ranged.Systems;
///
/// Recharges ammo whenever the gun is cycled.
///
public sealed class RechargeCycleAmmoSystem : EntitySystem
{
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnRechargeCycled);
}
private void OnRechargeCycled(Entity ent, ref ActivateInWorldEvent args)
{
if (!args.Complex)
return;
if (!TryComp(ent, out var basic) || args.Handled)
return;
if (basic.Count >= basic.Capacity || basic.Count == null)
return;
_gun.UpdateBasicEntityAmmoCount((ent, basic), basic.Count.Value + 1);
Dirty(ent, basic);
args.Handled = true;
}
}