* 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
72 lines
2.8 KiB
C#
72 lines
2.8 KiB
C#
using Content.Server.Mech.Components;
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using Content.Server.Mech.Systems;
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using Content.Server.Power.Components;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Construction.Completions;
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/// <summary>
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/// Creates the mech entity while transferring all relevant parts inside of it,
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/// for right now, the cell that was used in construction.
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/// </summary>
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[UsedImplicitly, DataDefinition]
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public sealed class BuildMech : IGraphAction
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{
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[DataField("mechPrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string MechPrototype = string.Empty;
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[DataField("container")]
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public string Container = "battery-container";
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (!entityManager.TryGetComponent(uid, out ContainerManagerComponent? containerManager))
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{
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Logger.Warning($"Mech construct entity {uid} did not have a container manager! Aborting build mech action.");
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return;
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}
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var containerSystem = entityManager.EntitySysManager.GetEntitySystem<ContainerSystem>();
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var mechSys = entityManager.System<MechSystem>();
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if (!containerSystem.TryGetContainer(uid, Container, out var container, containerManager))
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{
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Logger.Warning($"Mech construct entity {uid} did not have the specified '{Container}' container! Aborting build mech action.");
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return;
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}
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if (container.ContainedEntities.Count != 1)
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{
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Logger.Warning($"Mech construct entity {uid} did not have exactly one item in the specified '{Container}' container! Aborting build mech action.");
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}
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var cell = container.ContainedEntities[0];
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if (!entityManager.TryGetComponent<BatteryComponent>(cell, out var batteryComponent))
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{
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Logger.Warning($"Mech construct entity {uid} had an invalid entity in container \"{Container}\"! Aborting build mech action.");
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return;
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}
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container.Remove(cell);
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var transform = entityManager.GetComponent<TransformComponent>(uid);
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var mech = entityManager.SpawnEntity(MechPrototype, transform.Coordinates);
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if (entityManager.TryGetComponent<MechComponent>(mech, out var mechComp) && mechComp.BatterySlot.ContainedEntity == null)
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{
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mechSys.InsertBattery(mech, cell, mechComp, batteryComponent);
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mechComp.BatterySlot.Insert(cell);
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}
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// Delete the original entity.
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entityManager.DeleteEntity(uid);
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}
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}
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