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QuenchTreeArboretum/system/wpn_waterpistol.modifier.wren

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import "system/wpn_waterpistol.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
import "luxe: io" for IO
import "luxe: assets" for Strings
import "luxe: input" for Input
import "luxe: world" for Entity, World
import "luxe.project/asset" for Asset
#block = data
class Data {
var starting_ammo: Num = 25
var max_capacity: Num = 25
var reload_rate: Num = 0.5
var depressurize_rate: Num = 0.2
#hidden
var current_ammo: Num = 0
#hidden
var current_pressure: Num = 0
}
#api
#display = "Weapon: Water Pistol"
#desc = "**Weapon**. Handles behaviour for the water pistol"
#icon = "luxe: image/modifier/modifier.svg"
class WeaponWaterPistol is API {
//add public facing API here
}
#system
#phase(on, tick)
class System is Modifier {
//required atm
construct new(world: World) { super(world) }
init(world: World) {
Log.print("init `%(This)` in world `%(world)`")
}
#hidden
attach(entity: Entity, data: Data) {
data.current_ammo = data.starting_ammo
}
#hidden
detach(entity: Entity, data: Data) {
Log.print("detached from `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
}
#hidden
tick(delta: Num) {
each {|entity: Entity, data: Data|
if (Input.event_active("reload") && data.current_pressure < 1) {
data.current_pressure = (data.current_pressure + (data.reload_rate * delta)).min(1)
Log.print("Pumping Pressure: %(data.current_pressure)")
} else if (Input.event_active("fire_primary")) {
if (data.current_pressure > 0 && data.current_ammo > 0) {
data.current_pressure = data.current_pressure - (data.depressurize_rate * delta)
if (data.current_pressure < 0) {
data.current_pressure = 0
return
}
data.current_ammo = data.current_ammo - delta
if (data.current_ammo < 0) {
data.current_ammo = 0
return
}
Log.print("Fire! / Pressure: %(data.current_pressure) / Ammo: %(data.current_ammo)")
}
}
}
}
}