* adding stuff cuz new computer * removed unused materials * remove unused materials and such, lathe things * material volume no longer hardcoded * fixed mining system * add 5 stacks of materials, and add them to the ore processor * fix copyright for ores and handdrill * comma momma * whyyyyy * more fixes to make the yaml linter happy * i should get my eyes checked * silver proper * more cleanup * leftovers * remove more references to material doors * couldn't bear to be without bearhide * added uranium, added more lathe recipes * copyright fix, stack fix * ore processor sprite and such * ore processing some binches * MaterialCotton removal * 1 uranium ore means 1 sheet * fix merge conflict? idk * time to ketchup * lathe recognizes material volume again * yaml cleanup * forgot to remove adamantine lol * re-added diamond for now * diamond stacks * functional ore processor * added ignoreColor to lathe visuals * ore processor machine board * add board to industrial tech and circuit printer * provided lathes their whitelists * fix wonky ore spawning, added insert sound to lathe, adjusted ore chance * re-added ore processor * typos and cleanup * Update Content.Client/Lathe/LatheSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Lathe/LatheSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * revert mapchange * VV ignorecolor, pass entitymanager, move canceltoken to pickaxe, removed foreach from orespawn * actually null canceltoken * remove five-stacks, ore processor produces full stacks or single sheets/ingots * VV proper * adjust ore chances * readd Cotton * Update Content.Server/Mining/MineableSystem.cs * tweaks * Material is now dict (material, volume) * removed unused property * Space crystal -> space quartz * forgor asteroid space quartz Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
48 lines
2.2 KiB
C#
48 lines
2.2 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Client.Power;
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using Content.Client.Wires.Visualizers;
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using Content.Shared.Wires;
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namespace Content.Client.Lathe
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{
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public sealed class LatheSystem : VisualizerSystem<LatheVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, LatheVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (TryComp(uid, out SpriteComponent? sprite))
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{
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if (args.Component.TryGetData(PowerDeviceVisuals.Powered, out bool powered)
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&& sprite.LayerMapTryGet(PowerDeviceVisualLayers.Powered, out var poweredLayer))
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sprite.LayerSetVisible(poweredLayer, powered);
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if (args.Component.TryGetData(SharedWiresComponent.WiresVisuals.MaintenancePanelState, out bool panel)
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&& sprite.LayerMapTryGet(WiresVisualizer.WiresVisualLayers.MaintenancePanel, out var panelLayer))
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sprite.LayerSetVisible(panelLayer, panel);
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// Lathe specific stuff
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if (args.Component.TryGetData(LatheVisuals.IsRunning, out bool isRunning))
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{
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var state = isRunning ? component.RunningState : component.IdleState;
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sprite.LayerSetAnimationTime(LatheVisualLayers.IsRunning, 0f);
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sprite.LayerSetState(LatheVisualLayers.IsRunning, state);
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}
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if (args.Component.TryGetData(LatheVisuals.IsInserting, out bool isInserting)
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&& sprite.LayerMapTryGet(LatheVisualLayers.IsInserting, out var isInsertingLayer))
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{
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if (args.Component.TryGetData(LatheVisuals.InsertingColor, out Color color)
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&& !component.IgnoreColor)
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sprite.LayerSetColor(isInsertingLayer, color);
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sprite.LayerSetAnimationTime(isInsertingLayer, 0f);
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sprite.LayerSetVisible(isInsertingLayer, isInserting);
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}
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}
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}
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}
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}
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public enum LatheVisualLayers : byte
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{
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IsRunning,
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IsInserting
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}
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