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namespace Content.Shared.Database;
// DO NOT CHANGE THE NUMERIC VALUES OF THESE
public enum LogType
{
/// <summary>
/// Test logs. DO NOT USE!!!
/// </summary>
Unknown = 0,
// DamageChange = 1
/// <summary>
/// A player dealt damage to an entity.
/// </summary>
Damaged = 2,
/// <summary>
/// A player healed an entity.
/// </summary>
Healed = 3,
/// <summary>
/// A player slipped on an entity.
/// </summary>
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Slip = 4,
/// <summary>
/// Station event was added or announced.
/// </summary>
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EventAnnounced = 5,
/// <summary>
/// Game rule was added or started.
/// </summary>
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EventStarted = 6,
EventRan = 16,
/// <summary>
/// Game rule was stopped.
/// </summary>
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EventStopped = 7,
/// <summary>
/// A player used a verb on an entity.
/// </summary>
Verb = 19,
/// <summary>
/// An evacuation shuttle was called.
/// </summary>
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ShuttleCalled = 8,
/// <summary>
/// An evacuation shuttle was recalled.
/// </summary>
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ShuttleRecalled = 9,
/// <summary>
/// Explosive depressurization related interactions.
/// </summary>
ExplosiveDepressurization = 10,
/// <summary>
/// A player or entity was respawned.
/// </summary>
Refactor how jobs are handed out (#5422) * Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
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Respawn = 13,
/// <summary>
/// A player joined station on round start.
/// </summary>
Refactor how jobs are handed out (#5422) * Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
2021-11-26 03:02:46 -06:00
RoundStartJoin = 14,
/// <summary>
/// A player joined station after round start.
/// </summary>
Refactor how jobs are handed out (#5422) * Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
2021-11-26 03:02:46 -06:00
LateJoin = 15,
/// <summary>
/// Chemical reactions related interactions.
/// </summary>
ChemicalReaction = 17,
/// <summary>
/// Reagent effects related interactions.
/// </summary>
ReagentEffect = 18,
/// <summary>
/// Canister valve was opened or closed.
/// </summary>
CanisterValve = 20,
/// <summary>
/// Release pressure on the canister was changed.
/// </summary>
CanisterPressure = 21,
/// <summary>
/// Canister purged its contents into the environment.
/// </summary>
CanisterPurged = 22,
/// <summary>
/// Tank was ejected from the canister.
/// </summary>
CanisterTankEjected = 23,
/// <summary>
/// Tank was inserted into the canister.
/// </summary>
CanisterTankInserted = 24,
/// <summary>
/// A player tried to disarm an entity.
/// </summary>
DisarmedAction = 25,
/// <summary>
/// A player knocked down an entity on the floor.
/// </summary>
DisarmedKnockdown = 26,
AttackArmedClick = 27,
AttackArmedWide = 28,
AttackUnarmedClick = 29,
AttackUnarmedWide = 30,
/// <summary>
/// A player interacted with an entity in his hand.
/// </summary>
InteractHand = 31,
/// <summary>
/// A player activated an entity.
/// </summary>
InteractActivate = 32,
/// <summary>
/// A player threw an entity.
/// </summary>
Throw = 33,
/// <summary>
/// Entity landed.
/// </summary>
Landed = 34,
/// <summary>
/// A thrown entity hit the other entity.
/// </summary>
ThrowHit = 35,
/// <summary>
/// A player picked up an entity.
/// </summary>
Pickup = 36,
/// <summary>
/// A player dropped an entity.
/// </summary>
Drop = 37,
/// <summary>
/// A bullet hit an entity.
/// </summary>
BulletHit = 38,
/// <summary>
/// A player force-feed an entity or injected it with a solution.
/// </summary>
ForceFeed = 40,
/// <summary>
/// A player ate an entity or injected themselves with a solution.
/// </summary>
Ingestion = 53,
/// <summary>
/// A melee attack hit an entity.
/// </summary>
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MeleeHit = 41,
/// <summary>
/// A hitscan attack hit an entity.
/// </summary>
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HitScanHit = 42,
/// <summary>
/// Suicides, ghosting, repossession, objectives, etc.
/// </summary>
Mind = 43,
/// <summary>
/// Explosions and explosives related interactions.
/// </summary>
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Explosion = 44,
Radiation = 45,
/// <summary>
/// Entity started or stopped taking pressure damage.
/// </summary>
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Barotrauma = 46,
/// <summary>
/// Fire started or stopped.
/// </summary>
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Flammable = 47,
/// <summary>
/// Entity started or stopped suffocating.
/// </summary>
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Asphyxiation = 48,
/// <summary>
/// Entity started or stopped taking temperature damage.
/// </summary>
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Temperature = 49,
Hunger = 50,
Thirst = 51,
/// <summary>
/// Entity received electrocution damage.
/// </summary>
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Electrocution = 52,
/// <summary>
/// A player drew using a crayon.
/// </summary>
CrayonDraw = 39,
/// <summary>
/// A player changed pressure on atmos device.
/// </summary>
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AtmosPressureChanged = 54,
/// <summary>
/// A player changed power on atmos device.
/// </summary>
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AtmosPowerChanged = 55,
/// <summary>
/// A player changed transfer rate on atmos device.
/// </summary>
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AtmosVolumeChanged = 56,
/// <summary>
/// A player changed filter on atmos device.
/// </summary>
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AtmosFilterChanged = 57,
/// <summary>
/// A player changed ratio on atmos device.
/// </summary>
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AtmosRatioChanged = 58,
/// <summary>
/// Field generator was toggled or lost field connections.
/// </summary>
FieldGeneration = 59,
/// <summary>
/// A player took ghost role.
/// </summary>
GhostRoleTaken = 60,
/// <summary>
/// OOC, IC, LOOC, etc.
/// </summary>
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Chat = 61,
/// <summary>
/// A player performed some action. Like pressing eject and flash buttons on a trash bin, etc.
/// </summary>
Action = 62,
/// <summary>
/// A player used RCD.
/// </summary>
RCD = 63,
/// <summary>
/// Construction related interactions.
/// </summary>
Construction = 64,
/// <summary>
/// Triggers related interactions.
/// </summary>
Trigger = 65,
/// <summary>
/// A player tries to anchor or anchored an entity.
/// </summary>
Anchor = 66,
/// <summary>
/// A player unanchored an entity.
/// </summary>
Unanchor = 67,
/// <summary>
/// Emergency shuttle related interactions.
/// </summary>
EmergencyShuttle = 68,
/// <summary>
/// A player emagged an entity.
/// </summary>
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Emag = 69,
/// <summary>
/// A player was gibbed.
/// </summary>
Gib = 70,
/// <summary>
/// Identity related interactions.
/// </summary>
Identity = 71,
/// <summary>
/// A player cut a cable.
/// </summary>
CableCut = 72,
/// <summary>
/// A player purchased something from the "store".
/// </summary>
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StorePurchase = 73,
/// <summary>
/// A player edited a tile using some tool.
/// </summary>
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LatticeCut = 74,
/// <summary>
/// A player is equipping something on an entity or stripping it from it.
/// </summary>
Stripping = 75,
/// <summary>
/// A player caused stamina damage or entered stamina crit.
/// </summary>
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Stamina = 76,
/// <summary>
/// A player's actions caused an entity spawn.
/// </summary>
EntitySpawn = 77,
/// <summary>
/// Prayers and subtle messages.
/// </summary>
AdminMessage = 78,
/// <summary>
/// Anomaly related interactions.
/// </summary>
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Anomaly = 79,
/// <summary>
/// Cutting, mending and pulsing of wires.
/// </summary>
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WireHacking = 80,
/// <summary>
/// Entity was teleported.
/// </summary>
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Teleport = 81,
/// <summary>
/// Entity was removed in a result of something.
/// </summary>
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EntityDelete = 82,
/// <summary>
/// Voting related interactions.
/// </summary>
Vote = 83,
/// <summary>
/// Entity was configured.
/// </summary>
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ItemConfigure = 84,
/// <summary>
/// Device linking related interactions.
/// </summary>
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DeviceLinking = 85,
/// <summary>
/// Tiles related interactions.
/// </summary>
Tile = 86,
/// <summary>
/// A client has sent too many chat messages recently and is temporarily blocked from sending more.
/// </summary>
ChatRateLimited = 87,
/// <summary>
/// A player changed temperature on atmos device.
/// </summary>
AtmosTemperatureChanged = 88,
/// <summary>
/// Something was sent over device network. Like broadcast.
/// </summary>
DeviceNetwork = 89,
/// <summary>
/// A player had a refund at the "store".
/// </summary>
StoreRefund = 90,
/// <summary>
/// User was rate-limited for some spam action.
/// </summary>
/// <remarks>
/// This is a default value used by <c>PlayerRateLimitManager</c>, though users can use different log types.
/// </remarks>
RateLimited = 91,
/// <summary>
/// A player did an item-use interaction of an item they were holding onto another object.
/// </summary>
InteractUsing = 92,
/// <summary>
/// Storage & entity-storage related interactions
/// </summary>
Storage = 93,
/// <summary>
/// A player got hit by an explosion and was dealt damage.
/// </summary>
ExplosionHit = 94,
/// <summary>
/// A ghost warped to an entity through the ghost warp menu.
/// </summary>
GhostWarp = 95,
/// <summary>
/// A player interacted with a PDA or its cartridge component
/// </summary>
PdaInteract = 96,
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/// <summary>
/// An atmos networked device (such as a vent or pump) has had its settings changed, usually through an air alarm
/// </summary>
AtmosDeviceSetting = 97,
/// <summary>
/// Commands related to admemes. Stuff like config changes, etc.
/// </summary>
AdminCommands = 98,
/// <summary>
/// A player was selected or assigned antag status
/// </summary>
AntagSelection = 99,
/// <summary>
/// Logs related to botany, such as planting and harvesting crops
/// </summary>
Botany = 100,
3mo xeno archeology (first phase) (#33370) * DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 03:34:53 +03:00
/// <summary>
/// Artifact node got activated.
/// </summary>
ArtifactNode = 101,
/// <summary>
/// Damaging grid collision has occurred.
/// </summary>
ShuttleImpact = 102,
/// <summary>
/// Events relating to midi playback.
/// </summary>
Instrument = 103,
}