* 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
65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using Content.Server.Mech.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Content.Shared.Tools.Components;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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namespace Content.Server.Mech.Systems;
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/// <summary>
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/// Handles <see cref="MechAssemblyComponent"/> and the insertion
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/// and removal of parts from the assembly.
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/// </summary>
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public sealed class MechAssemblySystem : EntitySystem
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{
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[Dependency] private readonly ContainerSystem _container = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechAssemblyComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<MechAssemblyComponent, InteractUsingEvent>(OnInteractUsing);
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}
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private void OnInit(EntityUid uid, MechAssemblyComponent component, ComponentInit args)
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{
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component.PartsContainer = _container.EnsureContainer<Container>(uid, "mech-assembly-container");
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}
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private void OnInteractUsing(EntityUid uid, MechAssemblyComponent component, InteractUsingEvent args)
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{
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if (TryComp<ToolComponent>(args.Used, out var toolComp) && toolComp.Qualities.Contains(component.QualityNeeded))
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{
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foreach (var tag in component.RequiredParts.Keys)
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{
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component.RequiredParts[tag] = false;
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}
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_container.EmptyContainer(component.PartsContainer);
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return;
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}
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if (!TryComp<TagComponent>(args.Used, out var tagComp))
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return;
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foreach (var (tag, val) in component.RequiredParts)
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{
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if (!val && tagComp.Tags.Contains(tag))
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{
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component.RequiredParts[tag] = true;
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component.PartsContainer.Insert(args.Used);
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break;
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}
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}
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//check to see if we have all the parts
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foreach (var val in component.RequiredParts.Values)
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{
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if (!val)
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return;
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}
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Spawn(component.FinishedPrototype, Transform(uid).Coordinates);
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EntityManager.DeleteEntity(uid);
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}
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}
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