* Laws

* positronic brain and PAI rewrite

* MMI

* MMI pt. 2

* borg brain transfer

* Roleban support, Borg job (WIP), the end of mind shenaniganry

* battery drain, item slot cleanup, alerts

* visuals

* fix this pt1

* fix this pt2

* Modules, Lingering Stacks, Better borg flashlight

* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.

* sprotes

* no zombie borgs

* oh fuck yeah i love a good relay

* charger

* fix the tiniest of sprite issues

* adjustable names

* a functional UI????

* foobar

* more modules

* this shit for some reason

* upstream

* genericize selectable borg modules

* upstream again

* holy fucking shit

* i love christ

* proper construction

* da job

* AA borgs

* and boom more shit

* admin logs

* laws redux

* ok just do this rq

* oh boy that looks like modules

* oh shit research

* testos passo

* so much shit holy fuck

* fuckit we SHIP

* last minute snags

* should've gotten me on a better day
This commit is contained in:
Nemanja
2023-08-12 17:39:58 -04:00
committed by GitHub
parent ac4f496535
commit 98fa00a21f
314 changed files with 7094 additions and 484 deletions

View File

@@ -0,0 +1,66 @@
using Content.Shared.Silicons.Borgs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Silicons.Borgs;
[UsedImplicitly]
public sealed class BorgBoundUserInterface : BoundUserInterface
{
[ViewVariables]
private BorgMenu? _menu;
public BorgBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
var owner = Owner;
_menu = new BorgMenu(owner);
_menu.BrainButtonPressed += () =>
{
SendMessage(new BorgEjectBrainBuiMessage());
};
_menu.EjectBatteryButtonPressed += () =>
{
SendMessage(new BorgEjectBatteryBuiMessage());
};
_menu.NameChanged += name =>
{
SendMessage(new BorgSetNameBuiMessage(name));
};
_menu.RemoveModuleButtonPressed += module =>
{
SendMessage(new BorgRemoveModuleBuiMessage(module));
};
_menu.OnClose += Close;
_menu.OpenCentered();
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not BorgBuiState msg)
return;
_menu?.UpdateState(msg);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_menu?.Dispose();
}
}