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Station AI #1423
Station AI #1423
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* 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. * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
RSI Diff Bot; head commit 5242ceb merging into 83fa923 Resources/Textures/Interface/Actions/actions_ai.rsi
Resources/Textures/Mobs/Silicon/output.rsi
Resources/Textures/Mobs/Silicon/station_ai.rsi
Resources/Textures/Objects/Devices/ai_card.rsi
Resources/Textures/Objects/Devices/output.rsi
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* Verb tweaks Remove the LOS check because this is already done above in CanExamine. * Fix outlines * import
* ItemToggle + slots stuff - Add component for itemslot locks to match LockComponent (surprised this didn't exist). - Add thing for pointlight to match itemtoggle. In future should be used for PDAs and stuff but need to fix some other stuff first. * Also this * grill
* 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. * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
* Move SleepingSystem to Shared & cleanup * Remove empty OnShutdown handler
Applies EntProtoId changes upon insertion / removal from container. Can also be useful for borgs / mechs / vehicles in future but atm I just used it for AI.
Co-authored-by: slarticodefast <[email protected]>
* Re-add improved random sentience event * Make randomly sentient PDA more likely * Make vending machine sentience less likely * Make requested changes * Make randomly sentient captain's gear more likely * Sentient captain sabre has pirate accent * Tweak new random sentient object a bit more * Sentient PDA improvements * Apply recommended fixes * Add requested changes * Fix merge conflict
# Description **(Use a MERGE COMMIT, not squash if possible to ~~avoid~~ reduce merge conflicts for our downstream)** Cherry-picks some PRs from The Den: - TheDenSS14/TheDen#8 - TheDenSS14/TheDen#31 - TheDenSS14/TheDen#108 - TheDenSS14/TheDen#116 - TheDenSS14/TheDen#117 - TheDenSS14/TheDen#123 - TheDenSS14/TheDen#124 # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: The Den Contributors - fix: Put actual prescription lenses in the prescription medhuds and sechuds (by KyuPolaris) - add: Added the CMO turtleneck and head mirror to the CMO loadouts. (by sleepyyapril, KyuPolaris) - add: Added an armored trenchcoat for the Captain. Enjoy your swag! (by Rosycup) - fix: Fixed uneven pants leg on summer security uniforms. (by Rosycup) - add: Added the Captain's Combat Gas Mask, for those more fond of close encounters. (by Rosycup) - tweak: Added the Captain's Trenchcoat to the other captain locker variants. (by Rosycup) - fix: Fixed they/them pronouns being displayed for it/its characters in the character preview. (by Azzy) --------- Co-authored-by: flyingkarii <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: VMSolidus <[email protected]>
Alright I have added languages to AI, ensured that most station computers are accessible to AIs(And am utterly baffled the AI didn't have them before), and put a Station AI spawn on Saltern. |
Which uhhh.. Means we can either have Prisoners, or AI?... |
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It now actually works. And I have tested extensively that it works.
I found an issue that Station AI's would spawn with a pile of clothes underneath their core. So I added two datafields for JobPrototypes for SpawnLoadout and ApplyTraits, both allow jobs to declare that they skip the loadout system and trait system respectively. These are currently only used by Station AI. |
ALRIGHT THIS TIME. MERGE COMMIT. NOT SQUASH. |
Description
Implements station AI and all relevant fixes/changes/features.
Changelog
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