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

@@ -101,7 +101,7 @@ public sealed partial class ActivatableUISystem : EntitySystem
if (_whitelistSystem.IsWhitelistFail(component.RequiredItems, args.Using ?? default))
return false;
if (component.RequireHands)
if (component.RequiresComplex)
{
if (args.Hands == null)
return false;
@@ -191,19 +191,22 @@ public sealed partial class ActivatableUISystem : EntitySystem
if (!_blockerSystem.CanInteract(user, uiEntity) && (!HasComp<GhostComponent>(user) || aui.BlockSpectators))
return false;
if (aui.RequireHands)
if (aui.RequiresComplex)
{
if (!_blockerSystem.CanComplexInteract(user))
return false;
}
if (aui.InHandsOnly)
{
if (!TryComp(user, out HandsComponent? hands))
return false;
if (aui.InHandsOnly)
{
if (!_hands.IsHolding(user, uiEntity, out var hand, hands))
return false;
if (!_hands.IsHolding(user, uiEntity, out var hand, hands))
return false;
if (aui.RequireActiveHand && hands.ActiveHand != hand)
return false;
}
if (aui.RequireActiveHand && hands.ActiveHand != hand)
return false;
}
if (aui.AdminOnly && !_adminManager.IsAdmin(user))
@@ -274,13 +277,13 @@ public sealed partial class ActivatableUISystem : EntitySystem
private void OnHandDeselected(Entity<ActivatableUIComponent> ent, ref HandDeselectedEvent args)
{
if (ent.Comp.RequireHands && ent.Comp.InHandsOnly && ent.Comp.RequireActiveHand)
if (ent.Comp.InHandsOnly && ent.Comp.RequireActiveHand)
CloseAll(ent, ent);
}
private void OnHandUnequipped(Entity<ActivatableUIComponent> ent, ref GotUnequippedHandEvent args)
{
if (ent.Comp.RequireHands && ent.Comp.InHandsOnly)
if (ent.Comp.InHandsOnly)
CloseAll(ent, ent);
}
}