* 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

@@ -23,6 +23,7 @@ namespace Content.Server.Light.EntitySystems
[UsedImplicitly]
public sealed class HandheldLightSystem : SharedHandheldLightSystem
{
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
@@ -40,6 +41,9 @@ namespace Content.Server.Light.EntitySystems
SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<HandheldLightComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<HandheldLightComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<HandheldLightComponent, GetVerbsEvent<ActivationVerb>>(AddToggleLightVerb);
@@ -100,6 +104,24 @@ namespace Content.Server.Light.EntitySystems
args.State = new HandheldLightComponent.HandheldLightComponentState(component.Activated, GetLevel(uid, component));
}
private void OnMapInit(EntityUid uid, HandheldLightComponent component, MapInitEvent args)
{
if (component.ToggleAction == null
&& _proto.TryIndex(component.ToggleActionId, out InstantActionPrototype? act))
{
component.ToggleAction = new(act);
}
if (component.ToggleAction != null)
_actions.AddAction(uid, component.ToggleAction, null);
}
private void OnShutdown(EntityUid uid, HandheldLightComponent component, ComponentShutdown args)
{
if (component.ToggleAction != null)
_actions.RemoveAction(uid, component.ToggleAction);
}
private byte? GetLevel(EntityUid uid, HandheldLightComponent component)
{
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
@@ -121,7 +143,7 @@ namespace Content.Server.Light.EntitySystems
private void OnActivate(EntityUid uid, HandheldLightComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
if (args.Handled || !component.ToggleOnInteract)
return;
if (ToggleStatus(args.User, uid, component))
@@ -176,7 +198,7 @@ namespace Content.Server.Light.EntitySystems
private void AddToggleLightVerb(EntityUid uid, HandheldLightComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
if (!args.CanAccess || !args.CanInteract || !component.ToggleOnInteract)
return;
ActivationVerb verb = new()