Improves the RCD (#1609)
* Improves the RCD * oops * Unnecessary * Merge 2 checks * RCD whitelist and reorganization * Makes the RCD great again * Ignored components * loicense * Fix missing using
This commit is contained in:
@@ -136,6 +136,8 @@
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"TrashSpawner",
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"Pill",
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"RCD",
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"RCDDeconstructWhitelist",
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"RCDAmmo",
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"Pullable",
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"CursedEntityStorage",
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"Listening",
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@@ -0,0 +1,61 @@
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using System;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items.RCD
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{
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[RegisterComponent]
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public class RCDAmmoComponent : Component, IAfterInteract, IExamine
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{
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#pragma warning disable 649
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[Dependency] private IServerNotifyManager _serverNotifyManager;
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#pragma warning restore 649
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public override string Name => "RCDAmmo";
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//How much ammo we refill
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[ViewVariables(VVAccess.ReadWrite)] private int refillAmmo = 5;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref refillAmmo, "refillAmmo", 5);
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("It holds {0} charges.", refillAmmo));
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null || !eventArgs.Target.TryGetComponent(out RCDComponent rcdComponent) || !eventArgs.User.TryGetComponent(out IHandsComponent hands))
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{
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return;
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}
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if (rcdComponent.maxAmmo - rcdComponent._ammo < refillAmmo)
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{
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_serverNotifyManager.PopupMessage(rcdComponent.Owner, eventArgs.User, "The RCD is full!");
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return;
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}
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rcdComponent._ammo = Math.Min(rcdComponent.maxAmmo, rcdComponent._ammo + refillAmmo);
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_serverNotifyManager.PopupMessage(rcdComponent.Owner, eventArgs.User, "You refill the RCD.");
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//Deleting a held item causes a lot of errors
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hands.Drop(Owner, false);
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Owner.Delete();
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}
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}
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}
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241
Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
Normal file
241
Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
Normal file
@@ -0,0 +1,241 @@
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using System;
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using System.Threading;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Maps;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items.RCD
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{
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[RegisterComponent]
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public class RCDComponent : Component, IAfterInteract, IUse, IExamine
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{
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#pragma warning disable 649
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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[Dependency] private IServerNotifyManager _serverNotifyManager;
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#pragma warning restore 649
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public override string Name => "RCD";
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private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
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private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
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[ViewVariables(VVAccess.ReadWrite)] public int maxAmmo;
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public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
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[ViewVariables(VVAccess.ReadWrite)] private float _delay;
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private DoAfterSystem doAfterSystem;
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///Enum to store the different mode states for clarity.
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private enum RcdMode
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{
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Floors,
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Walls,
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Airlock,
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Deconstruct
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref maxAmmo, "maxAmmo", 5);
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serializer.DataField(ref _delay, "delay", 2f);
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}
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public override void Initialize()
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{
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base.Initialize();
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_ammo = maxAmmo;
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doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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}
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///<summary>
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/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
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///</summary>
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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SwapMode(eventArgs);
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return true;
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}
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///<summary>
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///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
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///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
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///</summary>
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public void SwapMode(UseEntityEventArgs eventArgs)
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{
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_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
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int mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
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mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
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_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is now set to {this._mode} mode."); //Prints an overhead message above the RCD
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), this._ammo));
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}
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public async void AfterInteract(AfterInteractEventArgs eventArgs)
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{
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//No changing mode mid-RCD
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var startingMode = _mode;
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var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
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var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
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var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
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//Using an RCD isn't instantaneous
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var cancelToken = new CancellationTokenSource();
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var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
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{
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BreakOnDamage = true,
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BreakOnStun = true,
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NeedHand = true,
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ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
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};
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var result = await doAfterSystem.DoAfter(doAfterEventArgs);
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if (result == DoAfterStatus.Cancelled)
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{
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return;
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}
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switch (_mode)
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{
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//Floor mode just needs the tile to be a space tile (subFloor)
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case RcdMode.Floors:
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mapGrid.SetTile(eventArgs.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
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break;
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//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
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case RcdMode.Deconstruct:
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if (!tile.IsBlockedTurf(true)) //Delete the turf
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{
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mapGrid.SetTile(snapPos, Tile.Empty);
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}
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else //Delete what the user targeted
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{
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eventArgs.Target.Delete();
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}
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break;
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
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ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
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break;
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case RcdMode.Airlock:
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var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
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airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
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break;
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default:
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return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
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}
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_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
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_ammo--;
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}
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private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, MapIndices snapPos, RcdMode startingMode)
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{
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//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
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if (_ammo <= 0)
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is out of ammo!");
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return false;
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}
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if (_mode != startingMode)
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{
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return false;
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}
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var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
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if (coordinates == GridCoordinates.InvalidGrid || !InteractionChecks.InRangeUnobstructed(eventArgs))
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{
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return false;
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}
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switch (_mode)
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{
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//Floor mode just needs the tile to be a space tile (subFloor)
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case RcdMode.Floors:
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if (!tile.Tile.IsEmpty)
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"You can only build a floor on space!");
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return false;
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}
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return true;
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//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
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case RcdMode.Deconstruct:
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if (tile.Tile.IsEmpty)
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{
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return false;
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}
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//They tried to decon a turf but the turf is blocked
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if (eventArgs.Target == null && tile.IsBlockedTurf(true))
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
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return false;
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}
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//They tried to decon a non-turf but it's not in the whitelist
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if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist rcd_decon))
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"You can't deconstruct that!");
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return false;
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}
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return true;
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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if (tile.Tile.IsEmpty)
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"Cannot build a wall on space!");
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return false;
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}
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if (tile.IsBlockedTurf(true))
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
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return false;
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}
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return true;
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case RcdMode.Airlock:
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if (tile.Tile.IsEmpty)
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"Cannot build an airlock on space!");
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return false;
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}
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if (tile.IsBlockedTurf(true))
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{
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
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return false;
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}
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return true;
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default:
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return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
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}
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}
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}
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}
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@@ -0,0 +1,10 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Items.RCD
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{
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[RegisterComponent]
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public class RCDDeconstructWhitelist : Component
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{
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public override string Name => "RCDDeconstructWhitelist";
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}
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}
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@@ -1,150 +0,0 @@
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using System;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Maps;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class RCDComponent : Component, IAfterInteract, IUse, IExamine
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{
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#pragma warning disable 649
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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[Dependency] private IServerNotifyManager _serverNotifyManager;
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#pragma warning restore 649
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public override string Name => "RCD";
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private string _outputTile = "floor_steel";
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private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
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private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
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private int _ammo = 5; //How much "ammo" we have left. You can refille this with RCD ammo.
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///Enum to store the different mode states for clarity.
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private enum RcdMode
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{
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Floors,
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Walls,
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Deconstruct
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _outputTile, "output", "floor_steel");
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}
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///<summary>
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/// Method called when the RCD is clicked in-hand, this will swap the RCD's mode from "floors" to "walls".
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///</summary>
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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SwapMode(eventArgs);
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return true;
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}
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///<summary>
|
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///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
|
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///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
|
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///</summary>
|
||||
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public void SwapMode(UseEntityEventArgs eventArgs)
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{
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_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
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int mode = (int) this._mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
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mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
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this._mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
|
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switch (this._mode)
|
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{
|
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case RcdMode.Floors:
|
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_outputTile = "floor_steel";
|
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break;
|
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case RcdMode.Walls:
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_outputTile = "base_wall";
|
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break;
|
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case RcdMode.Deconstruct:
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_outputTile = "space";
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break;
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}
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_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is now set to {this._mode} mode."); //Prints an overhead message above the RCD
|
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}
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///<summary>
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///Method called when the user examines this object, it'll simply add the mode that it's in to the object's description
|
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///@params message = The original message from examining, like ..() in BYOND's examine
|
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///</summary>
|
||||
|
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
|
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message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), this._ammo));
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}
|
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|
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///<summary>
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/// Method to handle clicking on a tile to then appropriately RCD it. This can have several behaviours depending on mode.
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/// @param eventAargs = An action event telling us what tile was clicked on. We use this to exrapolate where to place the new tile / remove the old one etc.
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///</summary>
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public void AfterInteract(AfterInteractEventArgs eventArgs)
|
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{
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var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
|
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var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
|
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var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
|
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//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
|
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if (_ammo <= 0 || coordinates == GridCoordinates.InvalidGrid || !InteractionChecks.InRangeUnobstructed(eventArgs))
|
||||
{
|
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return;
|
||||
}
|
||||
|
||||
var targetTile = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||
|
||||
var canPlaceTile = targetTile.IsSubFloor; //Boolean to check if we're able to build the desired tile. This defaults to checking for subfloors, but is overridden by "deconstruct" which sets it to the inverse.
|
||||
|
||||
switch (this._mode)
|
||||
{
|
||||
//Floor mode just needs the tile to be a space tile (subFloor)
|
||||
case RcdMode.Floors:
|
||||
break;
|
||||
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
||||
case RcdMode.Deconstruct:
|
||||
canPlaceTile = !targetTile.IsSubFloor;
|
||||
break;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
|
||||
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
|
||||
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
|
||||
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
|
||||
_ammo--;
|
||||
return; //Alright we're done here
|
||||
default:
|
||||
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
||||
}
|
||||
|
||||
ITileDefinition desiredTile = null;
|
||||
desiredTile = _tileDefinitionManager[_outputTile];
|
||||
if (canPlaceTile) //If desiredTile is null by this point, something has gone horribly wrong and you need to fix it.
|
||||
{
|
||||
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(desiredTile.TileId));
|
||||
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
|
||||
_ammo--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -83,13 +83,13 @@ namespace Content.Shared.Maps
|
||||
foreach (var body in query)
|
||||
{
|
||||
if (body.CanCollide && body.Hard && (body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
|
||||
return false;
|
||||
return true;
|
||||
|
||||
if (filterMobs && (body.CollisionLayer & (int) CollisionGroup.MobMask) != 0)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
description: It opens, it closes, and maybe crushes you.
|
||||
components:
|
||||
- type: Clickable
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
- Wall
|
||||
components:
|
||||
- type: Clickable
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
snap:
|
||||
- Wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Clickable
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
- Window
|
||||
components:
|
||||
- type: Clickable
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
color: "#DDDDDD"
|
||||
|
||||
@@ -249,7 +249,7 @@
|
||||
name: RCD
|
||||
parent: BaseItem
|
||||
id: RCD
|
||||
description: An advanced construction device which can place floors / walls down quickly.
|
||||
description: An advanced construction device which can place/remove walls, floors, and airlocks quickly.
|
||||
components:
|
||||
- type: RCD
|
||||
- type: UseDelay
|
||||
@@ -262,3 +262,17 @@
|
||||
state: rcd
|
||||
- type: Item
|
||||
sprite: Objects/Tools/rcd.rsi
|
||||
|
||||
- type: entity
|
||||
name: RCD Ammo
|
||||
parent: BaseItem
|
||||
id: RCDAmmo
|
||||
description: Ammo cartridge for an RCD.
|
||||
components:
|
||||
- type: RCDAmmo
|
||||
- type: Sprite
|
||||
sprite: Objects/Tools/rcd.rsi
|
||||
state: rcd_ammo
|
||||
- type: Icon
|
||||
sprite: Objects/Tools/rcd.rsi
|
||||
state: rcd_ammo
|
||||
|
||||
@@ -1 +1,64 @@
|
||||
{"version": 1, "size": {"x": 32, "y": 32}, "states": [{"name": "inhand-left", "directions": 4, "delays": [[1.0], [1.0], [1.0], [1.0]]}, {"name": "inhand-right", "directions": 4, "delays": [[1.0], [1.0], [1.0], [1.0]]}, {"name": "rcd", "directions": 1, "delays": [[1.0]]}]}
|
||||
{
|
||||
"version": 1,
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"license": "CC BY-SA 3.0",
|
||||
"states": [
|
||||
{
|
||||
"name": "inhand-left",
|
||||
"directions": 4,
|
||||
"delays": [
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "inhand-right",
|
||||
"directions": 4,
|
||||
"delays": [
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
],
|
||||
[
|
||||
1.0
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "rcd",
|
||||
"directions": 1,
|
||||
"delays": [
|
||||
[
|
||||
1.0
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "rcd_ammo",
|
||||
"directions": 1,
|
||||
"delays": [
|
||||
[
|
||||
1.0
|
||||
]
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 317 B After Width: | Height: | Size: 638 B |
BIN
Resources/Textures/Objects/Tools/rcd.rsi/rcd_ammo.png
Normal file
BIN
Resources/Textures/Objects/Tools/rcd.rsi/rcd_ammo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 331 B |
Reference in New Issue
Block a user