* 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

@@ -11,11 +11,13 @@ using Robust.Shared.GameStates;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.Prototypes;
namespace Content.Shared.Access.Systems;
public sealed class AccessReaderSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
@@ -272,23 +274,24 @@ public sealed class AccessReaderSystem : EntitySystem
/// Try to find <see cref="AccessComponent"/> on this item
/// or inside this item (if it's pda)
/// </summary>
private bool FindAccessTagsItem(EntityUid uid, [NotNullWhen(true)] out HashSet<string>? tags)
private bool FindAccessTagsItem(EntityUid uid, out HashSet<string> tags)
{
tags = new();
if (TryComp(uid, out AccessComponent? access))
{
tags = access.Tags;
return true;
tags.UnionWith(access.Tags);
}
if (TryComp(uid, out PdaComponent? pda) &&
pda.ContainedId is { Valid: true } id)
{
tags = EntityManager.GetComponent<AccessComponent>(id).Tags;
return true;
tags.UnionWith(EntityManager.GetComponent<AccessComponent>(id).Tags);
}
tags = null;
return false;
var ev = new GetAccessTagsEvent(tags, _prototype);
RaiseLocalEvent(uid, ref ev);
return tags.Count != 0;
}
/// <summary>