The station AI can be destroyed (#39588)
* Initial commit * Fixing merge conflict * Merge conflict fixed * Anchorable entities can now be marked as 'unanchorable' * Revert "Anchorable entities can now be marked as 'unanchorable'" This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5 This functionality will be made into a separate PR * Error sprite * Update AI core appearance with sustained damage, spawn scrap on destroyed * Added intellicard sprite * AI damage overlays * Added fixtures * AI core accent changes when damaged or low on power * Bug fix and pop up messages for inserting AIs into inoperable cores * Updated 'dead' sprite * Destroying the AI core reduces the number of AI job slots available * AI battery duration set to 10 minutes * Initial commit * Allow MMIs used in the construction of AI cores to take them over * Initial resources commit * Initial code commit * Sprite update * Bug fixes and updates * Basic console UI * Code refactor * Added lock screen * Added all outstanding UI features * Added purge sprites * Better appearance handling * Fixed issue with purge sprite * Finalized UI design * Major components finalized * Bit of clean up * Removed some code that was used for testing * Tweaked some text * Removed extra space * Added the circuitboard to the RD's locker * Addressed reviewer comments plus tweaks * Addressed reviewer comments plus tweaks * Removed instances of granular damage * Various improvements * Removed testing code * Fixed issue with disabled buttons * Finalized code * Addressed review comments * Added a spare Station AI core electronics to the research director's locker * Fixing build failure * Addressed review comments * Addressed review comments * Added reverse path for construction graph * Removed unneeded reference * Parts can be purchased through cargo * Fixing merge conflict * Merge conflict resolved * Fixing merge conflict * Code update * Code updates * Increased AI core health and gave it a sell price to fix test fail * Added screen static sprite * Added better support for ghosted AI players plus code tweaks * Various improvements and clean up * Increased purge duration to 60 seconds * Fixed needless complication * Addressed reviewer comments part 1 * Addressed reviewer comments part 2 * Further fixes * Trying lower battery values to see if it fixes the test fail * Adjusted power values again * Addressed review comments * Addressed review comments * Fixed test fail * Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside. * Added pop up text * Bug fix * Tweaks and fixes * Fixed restoration console not updating when the AI finishes rebooting * Update SharedStationAiSystem.Held.cs --------- Co-authored-by: ScarKy0 <scarky0@onet.eu>
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@@ -1,8 +1,7 @@
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using Content.Server.GameTicking;
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using Content.Server.GameTicking;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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@@ -87,6 +86,9 @@ public sealed class ContainerSpawnPointSystem : EntitySystem
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if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
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continue;
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var ev = new ContainerSpawnEvent(args.SpawnResult.Value);
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RaiseLocalEvent(uid, ref ev);
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return;
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}
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@@ -94,3 +96,9 @@ public sealed class ContainerSpawnPointSystem : EntitySystem
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args.SpawnResult = null;
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}
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}
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/// <summary>
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/// Raised on a container when a player is spawned into it.
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/// </summary>
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[ByRefEvent]
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public record struct ContainerSpawnEvent(EntityUid Player);
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