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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@@ -8,14 +8,18 @@ using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Station;
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public abstract class SharedStationSpawningSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly InventorySystem InventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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@@ -34,7 +38,7 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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}
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/// <summary>
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/// Equips the given starting gears from a `RoleLoadout` onto an entity.
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/// Equips the data from a `RoleLoadout` onto an entity.
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/// </summary>
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public void EquipRoleLoadout(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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@@ -52,6 +56,26 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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EquipStartingGear(entity, loadoutProto, raiseEvent: false);
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}
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}
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EquipRoleName(entity, loadout, roleProto);
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}
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/// <summary>
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/// Applies the role's name as applicable to the entity.
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/// </summary>
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public void EquipRoleName(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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string? name = null;
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if (string.IsNullOrEmpty(name) && PrototypeManager.TryIndex(roleProto.NameDataset, out var nameData))
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{
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name = _random.Pick(nameData.Values);
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}
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if (!string.IsNullOrEmpty(name))
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{
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_metadata.SetEntityName(entity, name);
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}
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}
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public void EquipStartingGear(EntityUid entity, LoadoutPrototype loadout, bool raiseEvent = true)
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