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