Salvage / Borg Tweaks (#2145)

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# Description

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Originally started because I wanted to add some stuff to salvage, but
ended up with me porting over whitelisted borg hands, the PKA module,
and some other stuff.

---

# Changelog

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🆑
- add: Engi borgs can now carry electronics, and medical borgs can carry
organs
- add: Salvage borgs now get a PKA module
- tweak: All mining drills have had their damage turned to piercing and
have received a moderate damage buff
- tweak: Exosuit drills now swing at the same speed as normal drills
(why were they worse???)
- tweak: The RPD and RCD modules for borg have been merged into one
- tweak: Salvage can now purchase drills from their vendor
- tweak: Salvage borgs mining module no longer contains a shovel

---------

Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: RatherUncreative <RatherUncreativeName@proton.me>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit ed8850e551bd9c0d533d69cad262a8743442a62a)
This commit is contained in:
EctoplasmIsGood
2025-04-03 02:30:33 -05:00
committed by Spatison
parent 1ae1e9f913
commit 9a65bedfc4
61 changed files with 666 additions and 280 deletions

View File

@@ -59,23 +59,27 @@ public sealed class MachineFrameSystem : EntitySystem
return;
}
// Machine parts cannot currently satisfy stack/component/tag restrictions. Similarly stacks cannot satisfy
// component/tag restrictions. However, there is no reason this cannot be supported in the future. If this
// changes, then RegenerateProgress() also needs to be updated.
//
// If this changes in the future, then RegenerateProgress() also needs to be updated.
// Note that one entity is ALLOWED to satisfy more than one kind of component or tag requirements. This is
// necessary in order to avoid weird entity-ordering shenanigans in RegenerateProgress().
var stack = CompOrNull<StackComponent>(args.Used);
var machinePart = CompOrNull<MachinePartComponent>(args.Used);
if (stack != null && machinePart != null)
{
if (TryInsertPartStack(uid, args.Used, component, machinePart, stack))
args.Handled = true;
return;
}
// Handle parts
if (TryComp<MachinePartComponent>(args.Used, out var machinePart))
if (machinePart != null)
{
if (TryInsertPart(uid, args.Used, component, machinePart))
args.Handled = true;
return;
}
// Handle stacks
if (TryComp<StackComponent>(args.Used, out var stack))
if (stack != null)
{
if (TryInsertStack(uid, args.Used, component, stack))
args.Handled = true;
@@ -191,6 +195,44 @@ public sealed class MachineFrameSystem : EntitySystem
return true;
}
/// <returns>Whether or not the function had any effect. Does not indicate success.</returns>
private bool TryInsertPartStack(EntityUid uid, EntityUid used, MachineFrameComponent component, MachinePartComponent machinePart, StackComponent stack)
{
if (!component.Requirements.ContainsKey(machinePart.PartType))
return false;
var progress = component.Progress[machinePart.PartType];
var requirement = component.Requirements[machinePart.PartType];
var needed = requirement - progress;
if (needed <= 0)
return false;
var count = stack.Count;
if (count < needed)
{
if (!_container.Insert(used, component.PartContainer))
return true;
component.Progress[machinePart.PartType] += count;
return true;
}
var splitStack = _stack.Split(used, needed, Transform(uid).Coordinates, stack);
if (splitStack == null)
return false;
if (!_container.Insert(splitStack.Value, component.PartContainer))
return true;
component.Progress[machinePart.PartType] += needed;
if (IsComplete(component))
_popupSystem.PopupEntity(Loc.GetString("machine-frame-component-on-complete"), uid);
return true;
}
/// <returns>Whether or not the function had any effect. Does not indicate success.</returns>
private bool TryInsertStack(EntityUid uid, EntityUid used, MachineFrameComponent component, StackComponent stack)
{
@@ -328,8 +370,6 @@ public sealed class MachineFrameSystem : EntitySystem
{
if (TryComp<MachinePartComponent>(part, out var machinePart))
{
DebugTools.Assert(!HasComp<StackComponent>(part));
// Check this is part of the requirements...
if (!component.Requirements.ContainsKey(machinePart.PartType))
continue;
@@ -338,7 +378,6 @@ public sealed class MachineFrameSystem : EntitySystem
component.Progress[machinePart.PartType] = 1;
else
component.Progress[machinePart.PartType]++;
continue;
}