Allow AI and observers to see electrified doors (#33466)

This commit is contained in:
metalgearsloth
2024-11-23 17:37:14 +11:00
committed by GitHub
16 changed files with 194 additions and 50 deletions

View File

@@ -55,6 +55,7 @@
skipChecks: true
- type: Ghost
- type: GhostHearing
- type: ShowElectrocutionHUD
- type: IntrinsicRadioReceiver
- type: ActiveRadio
receiveAllChannels: true

View File

@@ -30,6 +30,7 @@
- type: IgnoreUIRange
- type: StationAiHeld
- type: StationAiOverlay
- type: ShowElectrocutionHUD
- type: ActionGrant
actions:
- ActionJumpToCore

View File

@@ -31,6 +31,11 @@
shader: unshaded
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- state: electrified
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: ["enum.ElectrifiedLayers.HUD"]
- type: AnimationPlayer
- type: Physics
- type: Fixtures
@@ -73,6 +78,7 @@
- type: DoorBolt
- type: Appearance
- type: WiresVisuals
- type: ElectrocutionHUDVisuals
- type: ApcPowerReceiver
powerLoad: 20
- type: ExtensionCableReceiver

View File

@@ -30,24 +30,6 @@
hard: false
- type: Sprite
sprite: Structures/Doors/Airlocks/Standard/shuttle.rsi
snapCardinals: false
layers:
- state: closed
map: ["enum.DoorVisualLayers.Base"]
- state: closed_unlit
shader: unshaded
map: ["enum.DoorVisualLayers.BaseUnlit"]
visible: false
- state: welded
map: ["enum.WeldableLayers.BaseWelded"]
- state: bolted_unlit
shader: unshaded
map: ["enum.DoorVisualLayers.BaseBolted"]
- state: emergency_unlit
shader: unshaded
map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- type: Wires
layoutId: Docking
- type: Door

View File

@@ -70,8 +70,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ElectrifiedVisuals.IsPowered:
enum.ElectrifiedLayers.Powered:
enum.ElectrifiedVisuals.ShowSparks:
enum.ElectrifiedLayers.Sparks:
True: { visible: True }
False: { visible: False }
- type: AnimationPlayer
@@ -91,7 +91,7 @@
- state: straight_broken
- state: electrified
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Physics
@@ -151,7 +151,7 @@
- state: straight
- state: electrified
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
@@ -209,7 +209,7 @@
- state: corner
- state: electrified
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
@@ -256,7 +256,7 @@
- state: end
- state: electrified
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
@@ -292,7 +292,7 @@
map: ["enum.DoorVisualLayers.Base"]
- state: electrified
sprite: Effects/electricity.rsi
map: [ "enum.ElectrifiedLayers.Powered" ]
map: [ "enum.ElectrifiedLayers.Sparks" ]
shader: unshaded
visible: false
- type: Fixtures

View File

@@ -21,7 +21,7 @@
- state: grille
- state: electrified
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon
@@ -82,8 +82,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ElectrifiedVisuals.IsPowered:
enum.ElectrifiedLayers.Powered:
enum.ElectrifiedVisuals.ShowSparks:
enum.ElectrifiedLayers.Sparks:
True: { visible: True }
False: { visible: False }
- type: AnimationPlayer
@@ -176,7 +176,7 @@
- state: grille_diagonal
- state: electrified_diagonal
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon
@@ -211,7 +211,7 @@
- state: ratvargrille_diagonal
- state: electrified_diagonal
sprite: Effects/electricity.rsi
map: ["enum.ElectrifiedLayers.Powered"]
map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon