Files
tbd-station-14/Content.Server/Mech/Systems/MechAssemblySystem.cs
Nemanja 913e1ee676 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
2022-12-10 11:05:39 -06:00

65 lines
2.1 KiB
C#

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