Cult update (#220)
* - tweak: Cult door not bump openable. * - tweak: Better summoning and Narsie * - tweak: Construct update. * - tweak: Eldrich blade fits in suit storage. * - tweak: More spell limit. * - fix: Fix pylon desc. * - tweak: Teleport works on cuffed targets. * - tweak: More popups if target is holy. * - fix: No rune drawing using fingers. * - tweak: Better pylon placement & less pylon healing range. * - tweak: More blood rites charge. * - fix: Fix max spell amount. * - tweak: Less cult door and wall health. * - fix: Constructs are dead IC. * - add: Revive rune now notifies player. * - add: Narsie summon rune eui. * - fix: Fix narsie summon sound not playing for reapers. * - tweak: Whatever. * - add: Conceal presence spell. * - tweak: Tweakz. * - add: Blood spear. * - add: Blood boil barrage. * - tweak: Artificer flies. * - tweak: Blood bolt color tweaks. * - tweak: Runic door is bump openable again. * - fix: Fix concealed door outline. * - add: Update concealable name and desc. * - tweak: Remove the unremoveable. * - tweak: Gift ignore. * - add: Organs regenerate on rejuvenate. * - tweak: Brainless cultist is fine. * - add: Added more fun. * - add: Add rune descriptions. * - fix: Fixes. * - tweak: Blood rites now uses verb. * - tweak: Bring it back.
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@@ -86,43 +86,23 @@ public sealed class StructureCraftBoundUserInterface : BoundUserInterface
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if (construct == null)
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return;
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var player = _player.LocalPlayer?.ControlledEntity;
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var player = _player.LocalEntity;
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if (player == null)
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return;
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if (construct.ID == "CultPylon" && CheckForStructure(player, id))
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{
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var popup = _entMan.System<SharedPopupSystem>();
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popup.PopupClient(Loc.GetString("cult-structure-craft-another-structure-nearby"), player.Value, player.Value);
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return;
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}
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PlacementHijack hijack;
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var constructSystem = _systemManager.GetEntitySystem<ConstructionSystem>();
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var hijack = new ConstructionPlacementHijack(constructSystem, construct);
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if (construct.ID == "CultPylon")
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{
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hijack = new CultPylonPlacementHijack(construct, _entMan, player.Value);
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}
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else
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{
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var constructSystem = _systemManager.GetEntitySystem<ConstructionSystem>();
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hijack = new ConstructionPlacementHijack(constructSystem, construct);
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}
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_placement.BeginPlacing(newObj, hijack);
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}
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private bool CheckForStructure(EntityUid? uid, string id)
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{
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if (uid == null)
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return false;
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if (!_entMan.TryGetComponent<TransformComponent>(uid, out var transform))
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return false;
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var lookupSystem = _entMan.System<EntityLookupSystem>();
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var entities = lookupSystem.GetEntitiesInRange(transform.Coordinates, 15f);
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foreach (var ent in entities)
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{
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if (!_entMan.TryGetComponent<MetaDataComponent>(ent, out var metadata))
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continue;
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if (metadata.EntityPrototype?.ID == id)
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return true;
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}
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return false;
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}
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}
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