Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -226,11 +226,10 @@ namespace Content.Server.Lathe
if (!Resolve(uid, ref component))
return;
var ui = _uiSys.GetUi(uid, LatheUiKey.Key);
var producing = component.CurrentRecipe ?? component.Queue.FirstOrDefault();
var state = new LatheUpdateState(GetAvailableRecipes(uid, component), component.Queue, producing);
_uiSys.SetUiState(ui, state);
_uiSys.SetUiState(uid, LatheUiKey.Key, state);
}
private void OnGetRecipes(EntityUid uid, TechnologyDatabaseComponent component, LatheGetRecipesEvent args)
@@ -337,10 +336,10 @@ namespace Content.Server.Lathe
else
break;
}
if (count > 0 && args.Session.AttachedEntity != null)
if (count > 0)
{
_adminLogger.Add(LogType.Action, LogImpact.Low,
$"{ToPrettyString(args.Session.AttachedEntity.Value):player} queued {count} {recipe.Name} at {ToPrettyString(uid):lathe}");
$"{ToPrettyString(args.Actor):player} queued {count} {recipe.Name} at {ToPrettyString(uid):lathe}");
}
}
TryStartProducing(uid, component);