Borgs (#18136)
* 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
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Content.Client/Silicons/Laws/Ui/SiliconLawMenu.xaml.cs
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31
Content.Client/Silicons/Laws/Ui/SiliconLawMenu.xaml.cs
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Silicons.Laws.Components;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Silicons.Laws.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class SiliconLawMenu : FancyWindow
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public SiliconLawMenu()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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public void Update(SiliconLawBuiState state)
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{
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state.Laws.Sort();
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foreach (var law in state.Laws)
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{
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var control = new LawDisplay(law);
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LawDisplayContainer.AddChild(control);
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}
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}
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}
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