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

@@ -2,6 +2,7 @@ using Content.Shared.Body.Events;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
@@ -22,9 +23,14 @@ namespace Content.Shared.ActionBlocker
{
[Dependency] private readonly SharedContainerSystem _container = default!;
private EntityQuery<ComplexInteractionComponent> _complexInteractionQuery;
public override void Initialize()
{
base.Initialize();
_complexInteractionQuery = GetEntityQuery<ComplexInteractionComponent>();
SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
}
@@ -53,6 +59,15 @@ namespace Content.Shared.ActionBlocker
return !ev.Cancelled;
}
/// <summary>
/// Checks if a given entity is able to do specific complex interactions.
/// This is used to gate manipulation to general humanoids. If a mouse shouldn't be able to do something, then it's complex.
/// </summary>
public bool CanComplexInteract(EntityUid user)
{
return _complexInteractionQuery.HasComp(user);
}
/// <summary>
/// Raises an event directed at both the user and the target entity to check whether a user is capable of
/// interacting with this entity.