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* 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>
65 lines
2.4 KiB
C#
65 lines
2.4 KiB
C#
using Content.Shared.Silicons.StationAi;
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using Content.Server.EUI;
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using Content.Server.Ghost;
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using Content.Server.Mind;
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using Robust.Shared.Audio.Systems;
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using Robust.Server.Player;
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using Content.Shared.Popups;
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namespace Content.Server.Silicons.StationAi;
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public sealed partial class StationAiFixerConsoleSystem : SharedStationAiFixerConsoleSystem
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{
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[Dependency] private readonly EuiManager _eui = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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protected override void FinalizeAction(Entity<StationAiFixerConsoleComponent> ent)
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{
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if (IsActionInProgress(ent) && ent.Comp.ActionTarget != null)
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{
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switch (ent.Comp.ActionType)
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{
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case StationAiFixerConsoleAction.Repair:
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// Send message to disembodied player that they are being revived
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if (_mind.TryGetMind(ent.Comp.ActionTarget.Value, out _, out var mind) &&
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mind.IsVisitingEntity &&
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_player.TryGetSessionById(mind.UserId, out var session))
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{
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_eui.OpenEui(new ReturnToBodyEui(mind, _mind, _player), session);
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_popup.PopupEntity(Loc.GetString("station-ai-fixer-console-repair-finished"), ent);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("station-ai-fixer-console-repair-successful"), ent);
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}
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// TODO: make predicted once a user is not required
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if (ent.Comp.RepairFinishedSound != null)
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{
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_audio.PlayPvs(ent.Comp.RepairFinishedSound, ent);
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}
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break;
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case StationAiFixerConsoleAction.Purge:
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_popup.PopupEntity(Loc.GetString("station-ai-fixer-console-purge-successful"), ent);
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// TODO: make predicted once a user is not required
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if (ent.Comp.PurgeFinishedSound != null)
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{
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_audio.PlayPvs(ent.Comp.PurgeFinishedSound, ent);
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}
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break;
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}
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}
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base.FinalizeAction(ent);
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}
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}
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