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

@@ -35,11 +35,6 @@ public sealed partial class SalvageSystem
private void OnMagnetClaim(EntityUid uid, SalvageMagnetComponent component, ref MagnetClaimOfferEvent args)
{
var player = args.Session.AttachedEntity;
if (player is null)
return;
var station = _station.GetOwningStation(uid);
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp) ||
@@ -177,12 +172,12 @@ public sealed partial class SalvageSystem
// Fuck with the seed to mix wrecks and asteroids.
seed = (int) (seed / 10f) * 10;
if (i >= data.Comp.OfferCount / 2)
{
seed++;
}
data.Comp.Offered.Add(seed);
}
@@ -216,7 +211,7 @@ public sealed partial class SalvageSystem
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp))
return;
_ui.TrySetUiState(entity, SalvageMagnetUiKey.Key,
_ui.SetUiState(entity.Owner, SalvageMagnetUiKey.Key,
new SalvageMagnetBoundUserInterfaceState(dataComp.Offered)
{
Cooldown = dataComp.OfferCooldown,
@@ -238,7 +233,7 @@ public sealed partial class SalvageSystem
if (station != data.Owner)
continue;
_ui.TrySetUiState(magnetUid, SalvageMagnetUiKey.Key,
_ui.SetUiState(magnetUid, SalvageMagnetUiKey.Key,
new SalvageMagnetBoundUserInterfaceState(data.Comp.Offered)
{
Cooldown = data.Comp.OfferCooldown,