Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd

# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
This commit is contained in:
Vera Aguilera Puerto
2021-12-07 17:48:49 +01:00
171 changed files with 8579 additions and 6088 deletions

View File

@@ -1,4 +1,5 @@
using Content.Server.GameTicking;
using Content.Server.AI.EntitySystems;
using Content.Server.GameTicking;
using Content.Shared.Movement.Components;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
@@ -19,6 +20,29 @@ namespace Content.Server.AI.Components
public override string Name => "AiController";
// TODO: Need to ECS a lot more of the AI first before we can ECS this
/// <summary>
/// Whether the AI is actively iterated.
/// </summary>
public bool Awake
{
get => _awake;
set
{
if (_awake == value) return;
_awake = value;
if (_awake)
EntitySystem.Get<NPCSystem>().WakeNPC(this);
else
EntitySystem.Get<NPCSystem>().SleepNPC(this);
}
}
[DataField("awake")]
private bool _awake = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("startingGear")]
public string? StartingGearPrototype { get; set; }