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>
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@@ -0,0 +1,144 @@
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- type: constructionGraph
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id: StationAiCore
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start: start
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graph:
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- node: start
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edges:
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- to: frame
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steps:
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- material: Plasteel
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amount: 4
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doAfter: 4
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- node: frame
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entity: PlayerStationAiAssembly
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actions:
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- !type:AppearanceChange
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edges:
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- to: frameWithElectronics
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steps:
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- tag: StationAiCoreElectronics
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name: construction-graph-tag-station-ai-core-electronics
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store: board
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icon:
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sprite: "Objects/Misc/module.rsi"
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state: "mainboard"
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: SheetPlasteel1
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amount: 4
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- !type:DeleteEntity {}
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steps:
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- tool: Welding
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doAfter: 8
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- node: frameWithElectronics
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actions:
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- !type:AppearanceChange
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edges:
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- to: frameWithSecuredElectronics
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steps:
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- tool: Screwing
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doAfter: 2
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- to: frame
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completed:
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- !type:EmptyContainer
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container: board
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steps:
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- tool: Prying
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doAfter: 2
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- node: frameWithSecuredElectronics
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actions:
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- !type:AppearanceChange
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edges:
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- to: frameWithWires
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steps:
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- material: Cable
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amount: 1
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doAfter: 1
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- to: frameWithElectronics
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steps:
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- tool: Screwing
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doAfter: 2
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- node: frameWithWires
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actions:
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- !type:AppearanceChange
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edges:
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- to: frameWithBrain
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steps:
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- component: BorgBrain
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name: construction-graph-component-borg-brain
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store: station_ai_brain_slot
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icon:
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sprite: "Objects/Specific/Robotics/mmi.rsi"
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state: "mmi_icon"
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- to: frameWithoutBrainFinished
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steps:
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- material: ReinforcedGlass
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amount: 2
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doAfter: 2
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- to: frameWithSecuredElectronics
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completed:
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- !type:SpawnPrototype
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prototype: CableApcStack1
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amount: 1
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steps:
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- tool: Cutting
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doAfter: 2
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- node: frameWithBrain
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actions:
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- !type:AppearanceChange
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edges:
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- to: frameWithBrainFinished
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steps:
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- material: ReinforcedGlass
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amount: 2
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doAfter: 2
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- to: frameWithWires
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completed:
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- !type:EmptyContainer
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container: station_ai_brain_slot
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steps:
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- tool: Prying
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doAfter: 4
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- node: frameWithBrainFinished
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actions:
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- !type:AppearanceChange
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edges:
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- to: stationAiCore
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steps:
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- tool: Screwing
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doAfter: 2
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- to: frameWithBrain
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completed:
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- !type:SpawnPrototype
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prototype: SheetRGlass1
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amount: 2
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steps:
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- tool: Prying
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doAfter: 4
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- node: frameWithoutBrainFinished
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actions:
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- !type:AppearanceChange
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edges:
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- to: stationAiCore
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steps:
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- tool: Screwing
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doAfter: 2
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- to: frameWithWires
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completed:
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- !type:SpawnPrototype
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prototype: SheetRGlass1
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amount: 2
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steps:
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- tool: Prying
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doAfter: 4
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- node: stationAiCore
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entity: PlayerStationAiEmpty
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@@ -1315,3 +1315,16 @@
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canBuildInImpassable: false
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conditions:
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- !type:TileNotBlocked
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- type: construction
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id: StationAiCore
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graph: StationAiCore
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startNode: start
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targetNode: stationAiCore
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category: construction-category-structures
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objectType: Structure
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placementMode: SnapgridCenter
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canRotate: false
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canBuildInImpassable: false
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conditions:
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- !type:TileNotBlocked
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