Add FTL destinations (#9685)
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@@ -1,8 +1,7 @@
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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@@ -12,7 +11,7 @@ using Robust.Shared.Physics;
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namespace Content.Server.Shuttles.Systems
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{
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[UsedImplicitly]
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public sealed partial class ShuttleSystem : EntitySystem
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public sealed partial class ShuttleSystem : SharedShuttleSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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@@ -38,6 +37,7 @@ namespace Content.Server.Shuttles.Systems
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InitializeEmergencyConsole();
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InitializeEscape();
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InitializeFTL();
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SubscribeLocalEvent<ShuttleComponent, ComponentAdd>(OnShuttleAdd);
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SubscribeLocalEvent<ShuttleComponent, ComponentStartup>(OnShuttleStartup);
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@@ -138,24 +138,6 @@ namespace Content.Server.Shuttles.Systems
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}
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}
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/// <summary>
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/// Enables or disables a shuttle's piloting controls.
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/// </summary>
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public void SetPilotable(ShuttleComponent component, bool value)
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{
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if (component.CanPilot == value) return;
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component.CanPilot = value;
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foreach (var comp in EntityQuery<ShuttleConsoleComponent>(true))
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{
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comp.CanPilot = value;
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// I'm gonna pray if the UI is force closed and we block UI opens that BUI handles it.
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if (!value)
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_uiSystem.GetUiOrNull(comp.Owner, ShuttleConsoleUiKey.Key)?.CloseAll();
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}
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}
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public void Toggle(ShuttleComponent component)
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{
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if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? physicsComponent)) return;
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@@ -176,7 +158,6 @@ namespace Content.Server.Shuttles.Systems
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{
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component.BodyType = BodyType.Dynamic;
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component.BodyStatus = BodyStatus.InAir;
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//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
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component.FixedRotation = false;
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component.LinearDamping = ShuttleIdleLinearDamping;
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component.AngularDamping = ShuttleIdleAngularDamping;
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