Add ammo consumption and item pickup systems
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@@ -27,12 +27,21 @@ public class WeaponSystem : ISystem
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if (input.IsFiring && weapon.CooldownTimer <= 0f)
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{
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// Check for ammo if applicable
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var context = new EffectContext { World = world, Owner = entity };
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foreach (var effect in weapon.OnFireEffects) effect.Execute(context);
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var canFire = true;
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foreach (var cost in weapon.FireCosts)
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if (!cost.CanAfford(context))
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{
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canFire = false;
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//TODO: Publish an event or notify the player they can't fire
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break;
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}
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if (!canFire) continue;
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foreach (var cost in weapon.FireCosts) cost.Execute(context);
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foreach (var effect in weapon.OnFireEffects) effect.Execute(context);
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world.PublishEvent(new WeaponFiredEvent(entity, input.MuzzlePosition));
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weapon.CooldownTimer = 1f / weapon.FireRate;
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}
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