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Delta V Mech Ops #2831

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Avalon-Proto
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@Avalon-Proto Avalon-Proto commented Feb 1, 2025

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

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Breaking changes

Changelog

🆑

  • add: Mechs have been deployed all across the delta sector, and blueprints distributed
  • add: Syndicates now have access to the lighter "Dark Gygax" Combat mech, while nukies have access to its big brother, the "Mauler" Heavy combat mech

@github-actions github-actions bot added Changes: YML Changes any yml files Changes: C# Changes any cs files Changes: Localization Changes any ftl files Changes: Sprite Changes any png or json in an rsi size/XL Over 1024 lines labels Feb 1, 2025
@Avalon-Proto
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Im gonna need some help with this one cause I appear to have broken the research console AND the mech guns somehow :blunt:

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github-actions bot commented Feb 1, 2025

RSI Diff Bot; head commit 75a438f merging into 9228d1d
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi

State Old New Status
ripley_chassis Modified
ripley_harness+o Modified
ripley_harness Modified

Resources/Textures/Objects/Specific/Mech/mecha_equipment.rsi

State Old New Status
mecha_air_tank Added
mecha_bin Added
mecha_camera Added
mecha_chainsword Added
mecha_radio Added
mecha_sleeper Added
mecha_syringegun Added
paddy_claw Added
paddyupgrade Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/clarke_construction.rsi

State Old New Status
clarke0 Added
clarke1 Added
clarke10 Added
clarke11 Added
clarke12 Added
clarke13 Added
clarke14 Added
clarke15 Added
clarke16 Added
clarke2 Added
clarke3 Added
clarke4 Added
clarke5 Added
clarke6 Added
clarke7 Added
clarke8 Added
clarke9 Added
clarke_chassis Added
clarke_harness+o Added
clarke_harness Added
clarke_head+o Added
clarke_head Added
clarke_l_arm+o Added
clarke_l_arm Added
clarke_r_arm+o Added
clarke_r_arm Added
clarke_treads+o Added
clarke_treads Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/durand_construction.rsi

State Old New Status
durand0 Added
durand1 Added
durand10 Added
durand11 Added
durand12 Added
durand13 Added
durand14 Added
durand15 Added
durand16 Added
durand17 Added
durand18 Added
durand2 Added
durand3 Added
durand4 Added
durand5 Added
durand6 Added
durand7 Added
durand8 Added
durand9 Added
durand_armor Added
durand_chassis Added
durand_harness+o Added
durand_harness Added
durand_head+o Added
durand_head Added
durand_l_arm+o Added
durand_l_arm Added
durand_l_leg+o Added
durand_l_leg Added
durand_r_arm+o Added
durand_r_arm Added
durand_r_leg+o Added
durand_r_leg Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/gygax_construction.rsi

State Old New Status
gygax0 Added
gygax1 Added
gygax10 Added
gygax11 Added
gygax12 Added
gygax13 Added
gygax14 Added
gygax15 Added
gygax16 Added
gygax17 Added
gygax18 Added
gygax19 Added
gygax2 Added
gygax20 Added
gygax3 Added
gygax4 Added
gygax5 Added
gygax6 Added
gygax7 Added
gygax8 Added
gygax9 Added
gygax_armor Added
gygax_chassis Added
gygax_harness+o Added
gygax_harness Added
gygax_head+o Added
gygax_head Added
gygax_l_arm+o Added
gygax_l_arm Added
gygax_l_leg+o Added
gygax_l_leg Added
gygax_r_arm+o Added
gygax_r_arm Added
gygax_r_leg+o Added
gygax_r_leg Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/ripleymkii_construction.rsi

State Old New Status
ripleymkii0 Added
ripleymkii1 Added
ripleymkii10 Added
ripleymkii11 Added
ripleymkii12 Added
ripleymkii13 Added
ripleymkii14 Added
ripleymkii15 Added
ripleymkii16 Added
ripleymkii17 Added
ripleymkii18 Added
ripleymkii19 Added
ripleymkii2 Added
ripleymkii20 Added
ripleymkii3 Added
ripleymkii4 Added
ripleymkii5 Added
ripleymkii6 Added
ripleymkii7 Added
ripleymkii8 Added
ripleymkii9 Added
ripleymkii_chassis Added
ripleymkii_harness+o Added
ripleymkii_harness Added
ripleymkii_l_arm+o Added
ripleymkii_l_arm Added
ripleymkii_l_leg+o Added
ripleymkii_l_leg Added
ripleymkii_r_arm+o Added
ripleymkii_r_arm Added
ripleymkii_r_leg+o Added
ripleymkii_r_leg Added
ripleymkii_upgrade_kit+o Added
ripleymkii_upgrade_kit Added

Edit: diff updated after 75a438f

@sleepyyapril
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Im gonna need some help with this one cause I appear to have broken the research console AND the mech guns somehow :blunt:

you're missing at least one commit

@Avalon-Proto
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Im gonna need some help with this one cause I appear to have broken the research console AND the mech guns somehow :blunt:

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

@sleepyyapril
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image
EE vs you at 195

@sleepyyapril
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This is also why you should undraft this, to see tests

@Avalon-Proto
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image EE vs you at 195

image

The original was 195 tho, so I have no idea whats goin on.

@Avalon-Proto Avalon-Proto marked this pull request as ready for review February 1, 2025 05:37
@Avalon-Proto Avalon-Proto requested review from a team as code owners February 1, 2025 05:37
@ThataKat
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ThataKat commented Feb 1, 2025

Direction is reviewing, should have broad strokes feedback in 24 hours or so

@Avalon-Proto
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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

@Avalon-Proto
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So any of that feedback yet :blunt:

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@deltanedas deltanedas left a comment

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doesnt compile

@@ -149,6 +150,9 @@ public override void Update(float frameTime)

var entityNull = _player.LocalEntity;

if (TryComp<MechPilotComponent>(entity, out var mechPilot)) // Goobstation
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its entityNull here

Comment on lines +139 to +141
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

Comment on lines -151 to +167
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;

if (user == null)
return;
}

if (userGun != gun)
if (TryComp<MechPilotComponent>(user.Value, out var mechPilot))
user = mechPilot.Mech;

if (!TryGetGun(user.Value, out var ent, out var gun))
return;

if (ent != gunUid)
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these changes need comments

Comment on lines +133 to +139
!_combatMode.IsInCombatMode(user))
return;

if (TryComp<MechPilotComponent>(user.Value, out var mechPilot))
user = mechPilot.Mech;

if (!TryGetGun(user.Value, out var ent, out var gun) ||
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these changes need comments

@ThataKat
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ThataKat commented Feb 2, 2025

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.

@Avalon-Proto
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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

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4 participants