Station AI (#30944)
* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
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@@ -8,7 +8,6 @@ using Content.Shared.Emp;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Power.Components;
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using Content.Shared.Storage.Components;
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using Robust.Server.Containers;
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using Content.Shared.Whitelist;
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@@ -64,7 +63,7 @@ internal sealed class ChargerSystem : EntitySystem
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}
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else
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{
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// add how much each item is charged it
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// add how much each item is charged it
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foreach (var contained in container.ContainedEntities)
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{
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if (!TryComp<BatteryComponent>(contained, out var battery))
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@@ -232,7 +231,7 @@ internal sealed class ChargerSystem : EntitySystem
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return CellChargerStatus.Charging;
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}
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private void TransferPower(EntityUid uid, EntityUid targetEntity, ChargerComponent component, float frameTime)
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{
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if (!TryComp(uid, out ApcPowerReceiverComponent? receiverComponent))
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