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Delta V Mech Ops #2831
Delta V Mech Ops #2831
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This reverts commit 6ff1781.
Im gonna need some help with this one cause I appear to have broken the research console AND the mech guns somehow :blunt: |
RSI Diff Bot; head commit 75a438f merging into 9228d1d Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi
Resources/Textures/Objects/Specific/Mech/mecha_equipment.rsi
Resources/Textures/_Goobstation/Objects/Specific/Mech/clarke_construction.rsi
Resources/Textures/_Goobstation/Objects/Specific/Mech/durand_construction.rsi
Resources/Textures/_Goobstation/Objects/Specific/Mech/gygax_construction.rsi
Resources/Textures/_Goobstation/Objects/Specific/Mech/ripleymkii_construction.rsi
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you're missing at least one commit |
Which one though, I went through the whole list of files to carefully copy each one down to line numbers. Here comes the fun part of figuring it out |
This is also why you should undraft this, to see tests |
Direction is reviewing, should have broad strokes feedback in 24 hours or so |
Glad to hear, gonna need lots of fixin, TC price adjustments, etc, this is a VERY rough draft |
So any of that feedback yet :blunt: |
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doesnt compile
@@ -149,6 +150,9 @@ public override void Update(float frameTime) | |||
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var entityNull = _player.LocalEntity; | |||
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if (TryComp<MechPilotComponent>(entity, out var mechPilot)) // Goobstation |
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its entityNull here
if (!TryGetGun(user.Value, out var ent, out var gun) || | ||
HasComp<ItemComponent>(user)) // Delta-V: Felinids in duffelbags can't shoot. | ||
{ | ||
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move item check to the user == null
if (args.SenderSession.AttachedEntity == null || | ||
!TryComp<GunComponent>(gunUid, out var gun) || | ||
!TryGetGun(args.SenderSession.AttachedEntity.Value, out _, out var userGun)) | ||
{ | ||
var user = args.SenderSession.AttachedEntity; | ||
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if (user == null) | ||
return; | ||
} | ||
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if (userGun != gun) | ||
if (TryComp<MechPilotComponent>(user.Value, out var mechPilot)) | ||
user = mechPilot.Mech; | ||
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if (!TryGetGun(user.Value, out var ent, out var gun)) | ||
return; | ||
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if (ent != gunUid) |
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these changes need comments
!_combatMode.IsInCombatMode(user)) | ||
return; | ||
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if (TryComp<MechPilotComponent>(user.Value, out var mechPilot)) | ||
user = mechPilot.Mech; | ||
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if (!TryGetGun(user.Value, out var ent, out var gun) || |
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these changes need comments
Heya, Direction here After talking it over we feel that Goob mechs don't really fit our vision here. While we might want to reconsider mechs later, these ones don't mesh for a variety of reasons. The environment they were created for is very different from DeltaV and doesn't have our same goals. They would need not only respriting (possible), but potentially a complete rework from the ground up, which wouldn't be a port anymore. Even then, it would still be unsure. After our roadmap is out it might be worth looking again to see where mechs as a general concept might fit in, but for now we're going to request that this not be merged. |
Damn, well I guess I'm closing the PR then. I'm just a guy who tries to port stuff not a coder |
About the PR
This PR aims to port over the mech systems from goobstation, to bring a new type of combat and station experience
Why / Balance
Mechs are a criminally underutilized system, so here I aim to utilize it, and bring new options to the table
Technical details
Ports over goob stuff, may need help cleaning it up and fixing it
Media
Requirements
Breaking changes
Changelog
🆑