* Laws

* positronic brain and PAI rewrite

* MMI

* MMI pt. 2

* borg brain transfer

* Roleban support, Borg job (WIP), the end of mind shenaniganry

* battery drain, item slot cleanup, alerts

* visuals

* fix this pt1

* fix this pt2

* Modules, Lingering Stacks, Better borg flashlight

* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.

* sprotes

* no zombie borgs

* oh fuck yeah i love a good relay

* charger

* fix the tiniest of sprite issues

* adjustable names

* a functional UI????

* foobar

* more modules

* this shit for some reason

* upstream

* genericize selectable borg modules

* upstream again

* holy fucking shit

* i love christ

* proper construction

* da job

* AA borgs

* and boom more shit

* admin logs

* laws redux

* ok just do this rq

* oh boy that looks like modules

* oh shit research

* testos passo

* so much shit holy fuck

* fuckit we SHIP

* last minute snags

* should've gotten me on a better day
This commit is contained in:
Nemanja
2023-08-12 17:39:58 -04:00
committed by GitHub
parent ac4f496535
commit 98fa00a21f
314 changed files with 7094 additions and 484 deletions

View File

@@ -0,0 +1,140 @@
using Content.Server.Ghost.Roles.Components;
using Content.Server.Mind.Components;
using Content.Server.PAI;
using Content.Shared.Examine;
using Content.Shared.Interaction.Events;
using Content.Shared.Mind;
using Content.Shared.Popups;
using Content.Shared.Verbs;
namespace Content.Server.Ghost.Roles;
/// <summary>
/// This handles logic and interaction related to <see cref="ToggleableGhostRoleComponent"/>
/// </summary>
public sealed class ToggleableGhostRoleSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
//todo this really shouldn't be in here but this system was converted from PAIs
[Dependency] private readonly PAISystem _pai = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<ToggleableGhostRoleComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ToggleableGhostRoleComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<ToggleableGhostRoleComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<ToggleableGhostRoleComponent, MindRemovedMessage>(OnMindRemoved);
SubscribeLocalEvent<ToggleableGhostRoleComponent, GetVerbsEvent<ActivationVerb>>(AddWipeVerb);
}
private void OnUseInHand(EntityUid uid, ToggleableGhostRoleComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
// check if a mind is present
if (TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
{
_popup.PopupEntity(Loc.GetString(component.ExamineTextMindPresent), uid, args.User, PopupType.Large);
return;
}
if (HasComp<GhostTakeoverAvailableComponent>(uid))
{
_popup.PopupEntity(Loc.GetString(component.ExamineTextMindSearching), uid, args.User);
return;
}
_popup.PopupEntity(Loc.GetString(component.BeginSearchingText), uid, args.User);
UpdateAppearance(uid, ToggleableGhostRoleStatus.Searching);
var ghostRole = EnsureComp<GhostRoleComponent>(uid);
EnsureComp<GhostTakeoverAvailableComponent>(uid);
ghostRole.RoleName = Loc.GetString(component.RoleName);
ghostRole.RoleDescription = Loc.GetString(component.RoleDescription);
}
private void OnExamined(EntityUid uid, ToggleableGhostRoleComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
if (TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
{
args.PushMarkup(Loc.GetString(component.ExamineTextMindPresent));
}
else if (HasComp<GhostTakeoverAvailableComponent>(uid))
{
args.PushMarkup(Loc.GetString(component.ExamineTextMindSearching));
}
else
{
args.PushMarkup(Loc.GetString(component.ExamineTextNoMind));
}
}
private void OnMindAdded(EntityUid uid, ToggleableGhostRoleComponent pai, MindAddedMessage args)
{
// Mind was added, shutdown the ghost role stuff so it won't get in the way
RemComp<GhostTakeoverAvailableComponent>(uid);
UpdateAppearance(uid, ToggleableGhostRoleStatus.On);
}
private void OnMindRemoved(EntityUid uid, ToggleableGhostRoleComponent component, MindRemovedMessage args)
{
UpdateAppearance(uid, ToggleableGhostRoleStatus.Off);
}
private void UpdateAppearance(EntityUid uid, ToggleableGhostRoleStatus status)
{
_appearance.SetData(uid, ToggleableGhostRoleVisuals.Status, status);
}
private void AddWipeVerb(EntityUid uid, ToggleableGhostRoleComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
if (TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
{
ActivationVerb verb = new()
{
Text = Loc.GetString(component.WipeVerbText),
Act = () =>
{
if (component.Deleted || !HasComp<MindContainerComponent>(uid))
return;
// Wiping device :(
// The shutdown of the Mind should cause automatic reset of the pAI during OnMindRemoved
// EDIT: But it doesn't!!!! Wtf? Do stuff manually
RemComp<MindContainerComponent>(uid);
_popup.PopupEntity(Loc.GetString(component.WipeVerbPopup), uid, args.User, PopupType.Large);
UpdateAppearance(uid, ToggleableGhostRoleStatus.Off);
_pai.PAITurningOff(uid);
}
};
args.Verbs.Add(verb);
}
else if (HasComp<GhostTakeoverAvailableComponent>(uid))
{
ActivationVerb verb = new()
{
Text = Loc.GetString(component.StopSearchVerbText),
Act = () =>
{
if (component.Deleted || !HasComp<GhostTakeoverAvailableComponent>(uid))
return;
RemComp<GhostTakeoverAvailableComponent>(uid);
RemComp<GhostRoleComponent>(uid);
_popup.PopupEntity(Loc.GetString(component.StopSearchVerbPopup), uid, args.User);
UpdateAppearance(uid, ToggleableGhostRoleStatus.Off);
_pai.PAITurningOff(uid);
}
};
args.Verbs.Add(verb);
}
}
}