* 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

@@ -1,12 +1,9 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.DragDrop;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Movement;
using Content.Shared.Movement.Events;
using Robust.Shared.Serialization;
namespace Content.Shared.PAI
{
@@ -27,12 +24,6 @@ namespace Content.Shared.PAI
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PAIComponent, UseAttemptEvent>(OnUseAttempt);
SubscribeLocalEvent<PAIComponent, InteractionAttemptEvent>(OnInteractAttempt);
SubscribeLocalEvent<PAIComponent, DropAttemptEvent>(OnDropAttempt);
SubscribeLocalEvent<PAIComponent, PickupAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<PAIComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<PAIComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
SubscribeLocalEvent<PAIComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<PAIComponent, ComponentShutdown>(OnShutdown);
@@ -40,67 +31,15 @@ namespace Content.Shared.PAI
private void OnStartup(EntityUid uid, PAIComponent component, ComponentStartup args)
{
_blocker.UpdateCanMove(uid);
if (component.MidiAction != null)
_actionsSystem.AddAction(uid, component.MidiAction, null);
}
private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args)
{
_blocker.UpdateCanMove(uid);
if (component.MidiAction != null)
_actionsSystem.RemoveAction(uid, component.MidiAction);
}
private void OnMoveAttempt(EntityUid uid, PAIComponent component, UpdateCanMoveEvent args)
{
if (component.LifeStage > ComponentLifeStage.Running)
return;
args.Cancel(); // no more scurrying around on lil robot legs.
}
private void OnChangeDirectionAttempt(EntityUid uid, PAIComponent component, ChangeDirectionAttemptEvent args)
{
// PAIs can't rotate, but decapitated heads and sentient crowbars can, life isn't fair. Seriously though, why
// tf does this have to be actively blocked, surely this should just not be blanket enabled for any player
// controlled entity. Same goes for moving really.
args.Cancel();
}
private void OnUseAttempt(EntityUid uid, PAIComponent component, UseAttemptEvent args)
{
args.Cancel();
}
private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent args)
{
args.Cancel();
}
private void OnDropAttempt(EntityUid uid, PAIComponent component, DropAttemptEvent args)
{
args.Cancel();
}
private void OnPickupAttempt(EntityUid uid, PAIComponent component, PickupAttemptEvent args)
{
args.Cancel();
}
}
[Serializable, NetSerializable]
public enum PAIVisuals : byte
{
Status
}
[Serializable, NetSerializable]
public enum PAIStatus : byte
{
Off,
Searching,
On
}
}