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

@@ -358,34 +358,26 @@ public sealed partial class ClimbSystem : VirtualController
return;
}
if (args.OurFixture.Contacts.Count > 1)
foreach (var contact in args.OurFixture.Contacts.Values)
{
foreach (var contact in args.OurFixture.Contacts.Values)
if (!contact.IsTouching)
continue;
var otherEnt = contact.OtherEnt(uid);
var (otherFixtureId, otherFixture) = contact.OtherFixture(uid);
// TODO: Remove this on engine.
if (args.OtherEntity == otherEnt && args.OtherFixtureId == otherFixtureId)
continue;
if (otherFixture is { Hard: true } &&
_climbableQuery.HasComp(otherEnt))
{
if (!contact.IsTouching)
continue;
var otherEnt = contact.EntityA;
var otherFixture = contact.FixtureA;
var otherFixtureId = contact.FixtureAId;
if (uid == contact.EntityA)
{
otherEnt = contact.EntityB;
otherFixture = contact.FixtureB;
otherFixtureId = contact.FixtureBId;
}
if (args.OtherEntity == otherEnt && args.OtherFixtureId == otherFixtureId)
continue;
if (otherFixture is { Hard: true } &&
_climbableQuery.HasComp(otherEnt))
{
return;
}
return;
}
}
// TODO: Is this even needed anymore?
foreach (var otherFixture in args.OurFixture.Contacts.Keys)
{
// If it's the other fixture then ignore em