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

@@ -0,0 +1,50 @@
using Content.Shared.Storage.Components;
using Content.Shared.Tag;
using Content.Shared.Tools;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Mech.Components;
/// <summary>
/// A component used to create a mech chassis
/// after the correct parts have been placed inside
/// of it.
/// </summary>
/// <remarks>
/// The actual visualization of the parts being inserted is
/// done via <see cref="ItemMapperComponent"/>
/// </remarks>
[RegisterComponent]
public sealed class MechAssemblyComponent : Component
{
/// <summary>
/// The parts needed to be placed within the assembly,
/// stored as a tag and a bool tracking whether or not
/// they're present.
/// </summary>
[DataField("requiredParts", required: true, customTypeSerializer: typeof(PrototypeIdDictionarySerializer<bool, TagPrototype>))]
public Dictionary<string, bool> RequiredParts = new();
/// <summary>
/// The prototype spawned when the assembly is finished
/// </summary>
[DataField("finishedPrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string FinishedPrototype = default!;
/// <summary>
/// The container that stores all of the parts when
/// they're being assembled.
/// </summary>
[ViewVariables]
public Container PartsContainer = default!;
/// <summary>
/// The quality of tool needed to remove all the parts
/// from the parts container.
/// </summary>
[DataField("qualityNeeded", customTypeSerializer: typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
public string QualityNeeded = "Prying";
}