* 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
33 lines
952 B
C#
33 lines
952 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Silicons.StationAi;
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/// <summary>
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/// Indicates this entity can interact with station equipment and is a "Station AI".
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class StationAiCoreComponent : Component
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{
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/*
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* I couldn't think of any other reason you'd want to split these out.
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*/
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/// <summary>
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/// Can it move its camera around and interact remotely with things.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Remote = true;
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/// <summary>
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/// The invisible eye entity being used to look around.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? RemoteEntity;
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[DataField(readOnly: true)]
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public EntProtoId? RemoteEntityProto = "StationAiHolo";
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public const string Container = "station_ai_mind_slot";
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}
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