Exosuit: Ripley (#12668)

* mechs

* interaction relay

* atmos handling

* fuck around with interaction events

SPAGHETTI CODE OH MY GOD

* more sprites and whatever the hell

* more mech shit

* more shit for equipment

* starting equipment (for nukie mechs and such)

* equipment cycling

* starting with some of the ui

* a fat chunk of ui prototyping

* done tinkering with ui

* a bunch of ui stuff and what have yous

* cleaning up grabber and state handling

* make the ui actually functional + watch me port a million icons

I swear i'll prune the sprites later blease

* start on construction

* construction yo mamma

* remove some unused files

* fix a silly

* make the graph sane

* make it actually constructible.

* print the boards as well, bozo

* rebalance part prices

* eject action

also i appease the russians by remembering to localize

* Punch Shit

* make mech integrity and repairs work

* Make the UI more based

STOMP STOMP STOMP STOMP

* make equipment even more based

* batteries and other such delights

* make the ui look pimpin af

* make the construction mega based

* UI but so epic

* equipment

* some sweat tweaks

* damage rebalancing

* restructure tech

* fix some shit

* mechs inherit access

* make icons actually use sprite specifiers

* TRAILING COMMAA!!!!!

* fix a mild indentation sin

* undo this change because it isn't needed

* actually fix this

* secret webeditting shhhh

* place this tech here

* comments

* foo
This commit is contained in:
Nemanja
2022-12-10 12:05:39 -05:00
committed by GitHub
parent 11d81aa155
commit 913e1ee676
218 changed files with 3956 additions and 34 deletions

View File

@@ -1,4 +1,5 @@
using JetBrains.Annotations;
using Robust.Shared.Map;
namespace Content.Shared.Interaction
{
@@ -37,44 +38,57 @@ namespace Content.Shared.Interaction
}
}
public sealed class InteractNoHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
/// <summary>
/// Low-level interaction event used for entities without hands.
/// </summary>
/// <remarks>
/// SHIT IS CURSED.
/// </remarks>
//TODO: KILLLLLLL
public sealed class InteractNoHandEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that triggered the interaction.
/// </summary>
public EntityUid User { get; }
public EntityUid User;
/// <summary>
/// Entity that was interacted on.
/// </summary>
public EntityUid Target { get; }
public EntityUid? Target;
public InteractNoHandEvent(EntityUid user, EntityUid target)
public EntityCoordinates ClickLocation;
public InteractNoHandEvent(EntityUid user, EntityUid? target, EntityCoordinates clickLocation)
{
User = user;
Target = target;
ClickLocation = clickLocation;
}
}
/// <summary>
/// Reverse of the InteractNoHandEvent - raised on what was interacted on, rather than the other way around.
/// </summary>
public sealed class InteractedNoHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
public sealed class InteractedNoHandEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that was interacted on
/// </summary>
public EntityUid Target { get; }
public EntityUid Target;
/// <summary>
/// Entity that triggered this interaction
/// </summary>
public EntityUid User { get; }
public EntityUid User;
public InteractedNoHandEvent(EntityUid target, EntityUid user)
public EntityCoordinates ClickLocation;
public InteractedNoHandEvent(EntityUid target, EntityUid user, EntityCoordinates clickLocation)
{
Target = target;
User = user;
ClickLocation = clickLocation;
}
}
}