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

@@ -40,7 +40,7 @@ namespace Content.Shared.Interaction
/// Governs interactions during clicking on entities
/// </summary>
[UsedImplicitly]
public abstract class SharedInteractionSystem : EntitySystem
public abstract partial class SharedInteractionSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
@@ -81,6 +81,8 @@ namespace Content.Shared.Interaction
.Bind(ContentKeyFunctions.TryPullObject,
new PointerInputCmdHandler(HandleTryPullObject))
.Register<SharedInteractionSystem>();
InitializeRelay();
}
public override void Shutdown()
@@ -224,6 +226,11 @@ namespace Content.Shared.Interaction
bool checkAccess = true,
bool checkCanUse = true)
{
if (TryComp<InteractionRelayComponent>(user, out var relay) && relay.RelayEntity is not null)
{
UserInteraction(relay.RelayEntity.Value, coordinates, target, altInteract, checkCanInteract, checkAccess, checkCanUse);
}
if (target != null && Deleted(target.Value))
return;
@@ -255,25 +262,25 @@ namespace Content.Shared.Interaction
&& !CanAccessViaStorage(user, target.Value))
return;
var inRangeUnobstructed = target == null
? !checkAccess || InRangeUnobstructed(user, coordinates)
: !checkAccess || InRangeUnobstructed(user, target.Value); // permits interactions with wall mounted entities
// Does the user have hands?
if (!TryComp(user, out SharedHandsComponent? hands) || hands.ActiveHand == null)
{
var ev = new InteractNoHandEvent(user, target, coordinates);
RaiseLocalEvent(user, ev);
if (target != null)
{
var ev = new InteractNoHandEvent(user, target.Value);
RaiseLocalEvent(user, ev);
var interactedEv = new InteractedNoHandEvent(target.Value, user);
var interactedEv = new InteractedNoHandEvent(target.Value, user, coordinates);
RaiseLocalEvent(target.Value, interactedEv);
DoContactInteraction(user, target.Value, ev);
}
return;
}
var inRangeUnobstructed = target == null
? !checkAccess || InRangeUnobstructed(user, coordinates)
: !checkAccess || InRangeUnobstructed(user, target.Value); // permits interactions with wall mounted entities
// empty-hand interactions
if (hands.ActiveHandEntity is not { } held)
{