Files
space-station-14/Content.Client/Silicons/StationAi/StationAiSystem.cs
chromiumboy 7444c8ea4a The station AI can be destroyed (#39588)
* Initial commit

* Fixing merge conflict

* Merge conflict fixed

* Anchorable entities can now be marked as 'unanchorable'

* Revert "Anchorable entities can now be marked as 'unanchorable'"

This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5

This functionality will be made into a separate PR

* Error sprite

* Update AI core appearance with sustained damage, spawn scrap on destroyed

* Added intellicard sprite

* AI damage overlays

* Added fixtures

* AI core accent changes when damaged or low on power

* Bug fix and pop up messages for inserting AIs into inoperable cores

* Updated 'dead' sprite

* Destroying the AI core reduces the number of AI job slots available

* AI battery duration set to 10 minutes

* Initial commit

* Allow MMIs used in the construction of AI cores to take them over

* Initial resources commit

* Initial code commit

* Sprite update

* Bug fixes and updates

* Basic console UI

* Code refactor

* Added lock screen

* Added all outstanding UI features

* Added purge sprites

* Better appearance handling

* Fixed issue with purge sprite

* Finalized UI design

* Major components finalized

* Bit of clean up

* Removed some code that was used for testing

* Tweaked some text

* Removed extra space

* Added the circuitboard to the RD's locker

* Addressed reviewer comments plus tweaks

* Addressed reviewer comments plus tweaks

* Removed instances of granular damage

* Various improvements

* Removed testing code

* Fixed issue with disabled buttons

* Finalized code

* Addressed review comments

* Added a spare Station AI core electronics to the research director's locker

* Fixing build failure

* Addressed review comments

* Addressed review comments

* Added reverse path for construction graph

* Removed unneeded reference

* Parts can be purchased through cargo

* Fixing merge conflict

* Merge conflict resolved

* Fixing merge conflict

* Code update

* Code updates

* Increased AI core health and gave it a sell price to fix test fail

* Added screen static sprite

* Added better support for ghosted AI players plus code tweaks

* Various improvements and clean up

* Increased purge duration to 60 seconds

* Fixed needless complication

* Addressed reviewer comments part 1

* Addressed reviewer comments part 2

* Further fixes

* Trying lower battery values to see if it fixes the test fail

* Adjusted power values again

* Addressed review comments

* Addressed review comments

* Fixed test fail

* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.

* Added pop up text

* Bug fix

* Tweaks and fixes

* Fixed restoration console not updating when the AI finishes rebooting

* Update SharedStationAiSystem.Held.cs

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
2025-09-15 16:18:32 +02:00

96 lines
2.9 KiB
C#

using Content.Shared.Silicons.StationAi;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Silicons.StationAi;
public sealed partial class StationAiSystem : SharedStationAiSystem
{
[Dependency] private readonly IOverlayManager _overlayMgr = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
private StationAiOverlay? _overlay;
public override void Initialize()
{
base.Initialize();
InitializeAirlock();
InitializePowerToggle();
SubscribeLocalEvent<StationAiOverlayComponent, LocalPlayerAttachedEvent>(OnAiAttached);
SubscribeLocalEvent<StationAiOverlayComponent, LocalPlayerDetachedEvent>(OnAiDetached);
SubscribeLocalEvent<StationAiOverlayComponent, ComponentInit>(OnAiOverlayInit);
SubscribeLocalEvent<StationAiOverlayComponent, ComponentRemove>(OnAiOverlayRemove);
SubscribeLocalEvent<StationAiCoreComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAiOverlayInit(Entity<StationAiOverlayComponent> ent, ref ComponentInit args)
{
var attachedEnt = _player.LocalEntity;
if (attachedEnt != ent.Owner)
return;
AddOverlay();
}
private void OnAiOverlayRemove(Entity<StationAiOverlayComponent> ent, ref ComponentRemove args)
{
var attachedEnt = _player.LocalEntity;
if (attachedEnt != ent.Owner)
return;
RemoveOverlay();
}
private void AddOverlay()
{
if (_overlay != null)
return;
_overlay = new StationAiOverlay();
_overlayMgr.AddOverlay(_overlay);
}
private void RemoveOverlay()
{
if (_overlay == null)
return;
_overlayMgr.RemoveOverlay(_overlay);
_overlay = null;
}
private void OnAiAttached(Entity<StationAiOverlayComponent> ent, ref LocalPlayerAttachedEvent args)
{
AddOverlay();
}
private void OnAiDetached(Entity<StationAiOverlayComponent> ent, ref LocalPlayerDetachedEvent args)
{
RemoveOverlay();
}
private void OnAppearanceChange(Entity<StationAiCoreComponent> entity, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (_appearance.TryGetData<PrototypeLayerData>(entity.Owner, StationAiVisualLayers.Icon, out var layerData, args.Component))
_sprite.LayerSetData((entity.Owner, args.Sprite), StationAiVisualLayers.Icon, layerData);
_sprite.LayerSetVisible((entity.Owner, args.Sprite), StationAiVisualLayers.Icon, layerData != null);
}
public override void Shutdown()
{
base.Shutdown();
_overlayMgr.RemoveOverlay<StationAiOverlay>();
}
}