* Add DeviceNetworkJammerComponent & System
Allows for entities to "jam" DeviceNetwork packets.
Whenever a device attempts to send a packet, the
DeviceNetworkJammerSystem listens for the BeforePacketSentEvent.
From there if any entity with the jammer component is within range of
either the sender or receiver of the packet the event will be cancelled.
Additionally jammers can only block packets in certain networks. If a
packet is not being transmitted in one of the networks it can block then
even if the jammer is in range the event will not be cancelled.
The range is stored in the jammer component along with the networks it
can jam.
Jammable network ids are stored as strings which seems to be how custom
networks are stored (E.g. network ids for suit sensors).
To allow for all of this, the BeforePacketSentEvent was modified to
provide the NetworkId.
* Make JammerSystem for the radio jammer use the DeviceNetworkJammer. Remove redundant event.
* Replace calls to TryDistance with InRange
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.
Also fixes it to check UiKey properly.
* Remove unnecessary CrewManifestViewer on PDAs
This is for a pop-up crew manifest UI, which the PDA doesn't use.
* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.
Uses the new helper method in engine.
* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.
* Fixes for disposal router/tagger UI.
Code was badly copy pasted without changing identifiers, never worked.
Also cleaned up some of the logic (text trimming, sounds).
Also removed the "refuse to work if you have something in your active hand" check like why.
* Avoid running most ActivatableUIComponent logic when closing a UI via toggle
Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.
This probably fixes a bug or some other dumb behavior somewhere.
* Bitch
* Implement device network device shutdown subscribtion
Implement removing devices from device lists when they get deleted
* Improve name and doc comment for DeviceShutDownEvent
* Change ShutdownSubscriber data field tag
* Change UpdateRemovalSubscription name to UpdateShutdownSubscription
* shuffles devicelist to shared, adds an overlay for devicelist
* adds space property to overlay
* moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist
* dirties components upon change, adds networkedcomponent to sharednetworkconfigurator
* state handlers for networked components
* whoops
* lots of shuffling, renaming, and access changes
* randomizes color for every new entity added to the overlay
* adds a client-side action to clear all network overlays if they're active
* clones action (oops)
* localization, adds a command for clearing network link overlays (in case the action disappears)
* moves the entity manager up into the bui fields
* makes that a dependency
* attempts to just directly get the color from the dict when drawing, now
* fixes up a few comments
* adds dirty on init to devicelistcomponent
* hacky solution related to mapping with a networkconfigurator
* more stricter bound on that hacky solution
* just checks if the life stage is initialized instead of if the entity was initialized
* moves getalldevices to shared
* readds linq import
* tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay
* some reorganization