* 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
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
using Content.Server.DoAfter;
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using Content.Server.Mech.Components;
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using Content.Server.Popups;
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using Content.Shared.Interaction;
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using Content.Shared.Mech.Equipment.Components;
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using Robust.Shared.Player;
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namespace Content.Server.Mech.Systems;
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/// <summary>
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/// Handles the insertion of mech equipment into mechs.
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/// </summary>
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public sealed class MechEquipmentSystem : EntitySystem
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{
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[Dependency] private readonly MechSystem _mech = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechEquipmentComponent, AfterInteractEvent>(OnUsed);
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SubscribeLocalEvent<MechEquipmentComponent, MechEquipmentInstallFinished>(OnFinished);
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SubscribeLocalEvent<MechEquipmentComponent, MechEquipmentInstallCancelled>(OnCancelled);
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}
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private void OnUsed(EntityUid uid, MechEquipmentComponent component, AfterInteractEvent args)
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{
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if (component.TokenSource != null)
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return;
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if (args.Handled || !args.CanReach || args.Target == null)
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return;
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var mech = args.Target.Value;
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if (!TryComp<MechComponent>(mech, out var mechComp))
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return;
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if (args.User == mechComp.PilotSlot.ContainedEntity)
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return;
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if (mechComp.EquipmentContainer.ContainedEntities.Count >= mechComp.MaxEquipmentAmount)
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return;
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if (mechComp.EquipmentWhitelist != null && !mechComp.EquipmentWhitelist.IsValid(uid))
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return;
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_popup.PopupEntity(Loc.GetString("mech-equipment-begin-install", ("item", uid)), mech, Filter.Pvs(mech));
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component.TokenSource = new();
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_doAfter.DoAfter(new DoAfterEventArgs(args.User, component.InstallDuration, component.TokenSource.Token, mech, uid)
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{
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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UsedFinishedEvent = new MechEquipmentInstallFinished(mech),
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UsedCancelledEvent = new MechEquipmentInstallCancelled()
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});
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}
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private void OnFinished(EntityUid uid, MechEquipmentComponent component, MechEquipmentInstallFinished args)
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{
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component.TokenSource = null;
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_popup.PopupEntity(Loc.GetString("mech-equipment-finish-install", ("item", uid)), args.Mech, Filter.Pvs(args.Mech));
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_mech.InsertEquipment(args.Mech, uid);
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}
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private void OnCancelled(EntityUid uid, MechEquipmentComponent component, MechEquipmentInstallCancelled args)
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{
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component.TokenSource = null;
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}
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}
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