Pulling rework v2 (#24936)

* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time

* Fix hotkey

* Fix container changes

* oop

* Fix multi-pulling

* Move alerts cleanup.

* pulling fixes

(cherry picked from commit c584f6444a)
This commit is contained in:
metalgearsloth
2024-03-24 00:03:20 +01:00
committed by NullWanderer
parent 5cd69c7356
commit 4bacc02a0e
53 changed files with 805 additions and 1358 deletions
@@ -1,6 +1,6 @@
using Content.Shared.Lock;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Security.Components;
using Robust.Shared.Physics.Systems;
@@ -11,7 +11,7 @@ public sealed class DeployableBarrierSystem : EntitySystem
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedPullingSystem _pulling = default!;
[Dependency] private readonly PullingSystem _pulling = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
@@ -54,8 +54,8 @@ public sealed class DeployableBarrierSystem : EntitySystem
_physics.SetHard(uid, fixture, false);
}
if (TryComp(uid, out SharedPullableComponent? pullable))
_pulling.TryStopPull(pullable);
if (TryComp(uid, out PullableComponent? pullable))
_pulling.TryStopPull(uid, pullable);
SharedPointLightComponent? pointLight = null;
if (_pointLight.ResolveLight(uid, ref pointLight))