(Smaller) Construction PR - (IC Construction) (#2575)

* Disable Pulling When Buckling an entity

* Projectile Improvements

If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Firelock In Progress

* Revert "Projectile Improvements"

This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.

* Firelock Graph

* Revert "Merge branch 'master' into test2"

This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.

* Bunch of stuff

- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice

* Output2 to FloorTileItemComponent

* Plating, Underplating and Tiles (+FloorTile Improvements)

* Turf Fixes

+ APC Electronics

* Reinforced Glass In-hand textures

* All the fixes

* Final Changes

* (Hopefully) Last commit

* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* A Few more things

* Edit FirelockComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Git-Nivrak
2020-11-20 16:58:06 +02:00
committed by GitHub
parent ab1ce4b541
commit 6d2882c7cf
39 changed files with 821 additions and 79 deletions

View File

@@ -0,0 +1,13 @@
- type: constructionGraph
id: apc
start: start
graph:
- node: start
edges:
- to: apc
steps:
- material: Metal
amount: 3
- node: apc
entity: BaseAPC

View File

@@ -0,0 +1,24 @@
- type: constructionGraph
id: Catwalk
start: start
graph:
- node: start
edges:
- to: Catwalk
completed:
- !type:SnapToGrid { }
steps:
- material: MetalRod
amount: 2
- node: Catwalk
entity: Catwalk
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: MetalRodStack1
amount: 2
- !type:DeleteEntity {}
steps:
- tool: Cutting

View File

@@ -0,0 +1,166 @@
- type: constructionGraph
id: Firelock
start: start
graph:
- node: start
edges:
- to: frame1
completed:
- !type:SnapToGrid { }
steps:
- material: Metal
amount: 3
doAfter: 1
- node: frame1
entity: FirelockFrame
actions:
- !type:SpriteStateChange
state: frame1
edges:
- to: frame2
conditions:
- !type:EntityAnchored
anchored: true
steps:
- material: Cable
amount: 2
doAfter: 1
- to: start
completed:
- !type:SpawnPrototype
prototype: SteelSheet1
amount: 3
- !type:DeleteEntity {}
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Welding
doAfter: 1
- node: frame2
actions:
- !type:SpriteStateChange
state: frame2
edges:
- to: frame3
conditions:
- !type:EntityAnchored
anchored: true
steps:
- component: FirelockElectronics
store: Firelock Electornics
name: Firelock Electornics
icon:
sprite: "Constructible/Misc/module.rsi"
state: "mainboard"
- to: frame1
completed:
- !type:SpawnPrototype
prototype: ApcExtensionCableStack1
amount: 2
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Cutting
doAfter: 1.5
- node: frame3
actions:
- !type:SpriteStateChange
state: frame3
edges:
- to: frame4
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Screwing
doAfter: 0.25
- to: frame2
completed:
- !type:SpawnPrototype
prototype: FirelockElectronics
amount: 1
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Prying
doAfter: 0.25
- node: frame4
entity: FirelockFrame
actions:
- !type:SpriteStateChange
state: frame4
edges:
- to: Firelock
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Anchoring
doAfter: 1
- to: FirelockGlassFrame
conditions:
- !type:EntityAnchored
anchored: true
steps:
- material: Glass
amount: 2
doAfter: 2
- to: frame3
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Screwing
doAfter: 0.75
- node: Firelock
entity: Firelock
edges:
- to: frame4
conditions:
- !type:DoorWelded
welded: true
steps:
- tool: Anchoring
doAfter: 0.25
- node: FirelockGlassFrame
edges:
- to: FirelockGlass
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Anchoring
doAfter: 1
- to: frame4
completed:
- !type:SpawnPrototype
prototype: GlassSheet1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: FirelockGlass
entity: FirelockGlass
edges:
- to: FirelockGlassFrame
conditions:
- !type:EntityAnchored
anchored: true
steps:
- tool: Anchoring
doAfter: 1

View File

@@ -0,0 +1,16 @@
- type: constructionGraph
id: metalRod
start: start
graph:
- node: start
edges:
- to: MetalRod
completed:
- !type:SetStackCount
amount: 2
steps:
- material: Metal
amount: 1
- node: MetalRod
entity: MetalRod

View File

@@ -0,0 +1,82 @@
- type: constructionGraph
id: Tables
start: start
graph:
- node: start
edges:
- to: TableFrame
completed:
- !type:SnapToGrid { }
steps:
- material: MetalRod
amount: 2
doAfter: 1
- node: PokerTable
entity: TableCarpet
- node: TableFrame
entity: TableFrame
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: MetalRod
amount: 2
- !type:DeleteEntity {}
steps:
- tool: Anchoring
doAfter: 1
- to: MetalTable
steps:
- material: Metal
amount: 1
doAfter: 1
- to: ReinforcedTable
steps:
- material: Plasteel
amount: 1
doAfter: 1
- to: GlassTable
steps:
- material: Glass
amount: 1
doAfter: 1
- to: WoodTable
steps:
- material: Wood
amount: 1
doAfter: 1
- to: RGlassTable
steps:
- material: ReinforcedGlass
amount: 1
doAfter: 1
- node: MetalTable
entity: TableMetal
- node: ReinforcedTable
entity: TableR
- node: GlassTable
entity: TableGlass
- node: WoodTable
entity: TableWood
edges:
- to: PokerTable
steps:
- material: Wood
amount: 1
doAfter: 1
- node: RGlassTable
entity: TableGlassR

View File

@@ -1,4 +1,4 @@
- type: constructionGraph
- type: constructionGraph
id: window
start: start
graph:
@@ -17,10 +17,7 @@
- to: reinforcedWindow
steps:
- material: Metal
amount: 2
doAfter: 2
- material: Glass
- material: ReinforcedGlass
amount: 2
doAfter: 2
@@ -51,10 +48,7 @@
- to: start
completed:
- !type:SpawnPrototype
prototype: GlassSheet1
amount: 2
- !type:SpawnPrototype
prototype: MetalSheet1
prototype: RGlassSheet1
amount: 2
- !type:DeleteEntity {}
steps:

View File

@@ -0,0 +1,10 @@
- type: construction
name: Metal Rod
id: metalRod
graph: metalRod
startNode: start
targetNode: MetalRod
category: Materials
description: A sturdy metal rod that can be used for various purposes.
icon: Objects/Materials/materials.rsi/rods.png
objectType: Item

View File

@@ -110,3 +110,79 @@
objectType: Structure
placementMode: SnapgridCenter
canRotate: false
- type: construction
name: Firelock
id: Firelock
graph: Firelock
startNode: start
targetNode: Firelock
category: Structures
description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
icon:
sprite: Constructible/Structures/Doors/firelock.rsi
state: closed
objectType: Structure
placementMode: SnapgridCenter
- type: construction
name: Table Frame
id: TableFrame
graph: Tables
startNode: start
targetNode: TableFrame
category: Structures
description: A sturdy frame used in the construction of tables
icon:
sprite: Constructible/Structures/Tables/frame.rsi
state: full
objectType: Structure
placementMode: SnapgridCenter
- type: construction
name: Poker Table
id: PokerTable
graph: Tables
startNode: start
targetNode: PokerTable
category: Structures
description: A square piece of wood standing on four legs. (What did you expect?)
icon:
sprite: Constructible/Structures/Tables/carpet.rsi
state: full
objectType: Structure
placementMode: SnapgridCenter
- type: construction
name: Catwalk
id: Catwalk
graph: Catwalk
startNode: start
targetNode: Catwalk
category: Structures
description: Just like a lattice. Except it looks better.
conditions:
- !type:TileType
targets:
- lattice
- plating
- underplating
icon:
sprite: Constructible/Tiles/catwalk.rsi
state: catwalk_preview
objectType: Structure
placementMode: SnapgridCenter
- type: construction
name: APC
id: apc
graph: apc
startNode: start
targetNode: apc
category: Structures
description: Area Power Controller (APC). Controls power. In an area.
icon:
sprite: Constructible/Power/apc.rsi
state: apc0
objectType: Structure
placementMode: AlignWallProper

View File

@@ -4,7 +4,7 @@
graph: spear
startNode: start
targetNode: spear
category: Items/Weapons
category: Weapons
description: A crude spear for when you need to put holes in somebody.
icon: Objects/Weapons/Melee/spear.rsi/spear.png
objectType: Item