Station AI (#30944)

* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
This commit is contained in:
metalgearsloth
2024-08-28 10:57:12 +10:00
committed by GitHub
parent 3a4affd438
commit afd0618a60
153 changed files with 2384 additions and 344 deletions

View File

@@ -19,9 +19,6 @@ public sealed partial class EmotesMenu : RadialMenu
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
private readonly SpriteSystem _spriteSystem;
private readonly EntityWhitelistSystem _whitelistSystem;
public event Action<ProtoId<EmotePrototype>>? OnPlayEmote;
public EmotesMenu()
@@ -29,8 +26,8 @@ public sealed partial class EmotesMenu : RadialMenu
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
_spriteSystem = _entManager.System<SpriteSystem>();
_whitelistSystem = _entManager.System<EntityWhitelistSystem>();
var spriteSystem = _entManager.System<SpriteSystem>();
var whitelistSystem = _entManager.System<EntityWhitelistSystem>();
var main = FindControl<RadialContainer>("Main");
@@ -40,8 +37,8 @@ public sealed partial class EmotesMenu : RadialMenu
var player = _playerManager.LocalSession?.AttachedEntity;
if (emote.Category == EmoteCategory.Invalid ||
emote.ChatTriggers.Count == 0 ||
!(player.HasValue && _whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value)) ||
_whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
!(player.HasValue && whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value)) ||
whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
continue;
if (!emote.Available &&
@@ -63,7 +60,7 @@ public sealed partial class EmotesMenu : RadialMenu
{
VerticalAlignment = VAlignment.Center,
HorizontalAlignment = HAlignment.Center,
Texture = _spriteSystem.Frame0(emote.Icon),
Texture = spriteSystem.Frame0(emote.Icon),
TextureScale = new Vector2(2f, 2f),
};