Edgefication (#590)

* bloat

* bloat 2

* bloat 3

* final bloat

* Update icon.ico

* Create integration_test_run.bat

* Arggh

* Disable some tests

* revert roomfill clearexisting changes
This commit is contained in:
Ed
2024-11-18 14:40:52 +03:00
committed by GitHub
parent ef6f23e4b8
commit d67f7619c4
287 changed files with 432 additions and 430 deletions

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@@ -206,7 +206,7 @@ namespace Content.Shared.CCVar
/// Prototype to use for map pool.
/// </summary>
public static readonly CVarDef<string>
GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); //CrystallPunk mapPool
GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); //CrystallEdge mapPool
/// <summary>
/// The depth of the queue used to calculate which map is next in rotation.
@@ -1565,7 +1565,7 @@ namespace Content.Shared.CCVar
CVarDef.Create("votekick.ban_duration", 180, CVar.SERVERONLY);
/// <summary>
/// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
/// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
/// </summary>
public static readonly CVarDef<bool> VotekickIgnoreGhostReqInLobby =
CVarDef.Create("votekick.ignore_ghost_req_in_lobby", true, CVar.SERVERONLY);

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@@ -78,7 +78,7 @@ public sealed partial class ClothingComponent : Component
public TimeSpan StripDelay = TimeSpan.Zero;
[DataField]
public bool BreakOnMove = true; //CrystallPunk weapon unequipping on move
public bool BreakOnMove = true; //CrystallEdge weapon unequipping on move
}
[Serializable, NetSerializable]

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@@ -10,7 +10,7 @@ namespace Content.Shared.Decals
[IdDataField] public string ID { get; } = null!;
[DataField("sprite")] public SpriteSpecifier Sprite { get; private set; } = SpriteSpecifier.Invalid;
[DataField("tags")] public List<string> Tags = new();
[DataField("showMenu")] public bool ShowMenu = false; //CrystallPunk decal filter
[DataField("showMenu")] public bool ShowMenu = false; //CrystallEdge decal filter
/// <summary>
/// If the decal is rotated compared to our eye should we snap it to south.

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@@ -47,20 +47,20 @@ namespace Content.Shared.Humanoid
switch (gender)
{
case Gender.Male:
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallPunk name localization
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallEdge name localization
case Gender.Female:
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallPunk name localization
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallEdge name localization
default:
if (_random.Prob(0.5f))
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallPunk name localization
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallEdge name localization
else
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallPunk name localization
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallEdge name localization
}
}
public string GetLastName(SpeciesPrototype speciesProto)
{
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.LastNames).Values)); //CrystallPunk name localization
return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.LastNames).Values)); //CrystallEdge name localization
}
}
}

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@@ -168,7 +168,7 @@ public abstract partial class InventorySystem
target,
itemUid)
{
BreakOnMove = clothing.BreakOnMove, //CrystallPunk weapon unequipping on move
BreakOnMove = clothing.BreakOnMove, //CrystallEdge weapon unequipping on move
NeedHand = true,
};
@@ -434,7 +434,7 @@ public abstract partial class InventorySystem
target,
removedItem.Value)
{
BreakOnMove = clothing.BreakOnMove, //CrystallPunk weapon unequipping on move
BreakOnMove = clothing.BreakOnMove, //CrystallEdge weapon unequipping on move
NeedHand = true,
};

View File

@@ -10,7 +10,7 @@ namespace Content.Shared.Localizations
[Dependency] private readonly ILocalizationManager _loc = default!;
// If you want to change your codebase's language, do it here.
public const string Culture = "ru-RU"; // CrystallPunk-Localization. "ru-RU" or "en-US"
public const string Culture = "ru-RU"; // CrystallEdge-Localization. "ru-RU" or "en-US"
/// <summary>
/// Custom format strings used for parsing and displaying minutes:seconds timespans.

View File

@@ -47,7 +47,7 @@ public sealed class LockSystem : EntitySystem
SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
SubscribeLocalEvent<LockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened); //CrystallPunk Lock System Adapt
SubscribeLocalEvent<LockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened); //CrystallEdge Lock System Adapt
SubscribeLocalEvent<LockComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
@@ -68,7 +68,7 @@ public sealed class LockSystem : EntitySystem
if (args.Handled || !args.Complex)
return;
//CrystallPunk LockSystem Adapt - we cant unlock\lock objects via direct hand interaction
//CrystallEdge LockSystem Adapt - we cant unlock\lock objects via direct hand interaction
// Only attempt an unlock by default on Activate
//if (lockComp.Locked && lockComp.UnlockOnClick)
@@ -82,7 +82,7 @@ public sealed class LockSystem : EntitySystem
// args.Handled = true;
//}
//CrystallPunk LockSystem Adapt End
//CrystallEdge LockSystem Adapt End
}
private void OnBeforeDoorOpened(EntityUid uid, LockComponent component, BeforeDoorOpenedEvent args)
{
@@ -275,7 +275,7 @@ public sealed class LockSystem : EntitySystem
private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
{
//CrystallPunk Lock System Adapt
//CrystallEdge Lock System Adapt
//if (!args.CanAccess || !args.CanInteract)
// return;
@@ -292,7 +292,7 @@ public sealed class LockSystem : EntitySystem
//};
//args.Verbs.Add(verb);
//CrystallPunk Lock System Adapt End
//CrystallEdge Lock System Adapt End
}
private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)

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@@ -72,7 +72,7 @@ public sealed partial class MeleeWeaponComponent : Component
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool ResistanceBypass = false;
/// <summary>
/// Base damage for this weapon. Can be modified via heavy damage or other means.
/// </summary>
@@ -120,19 +120,19 @@ public sealed partial class MeleeWeaponComponent : Component
public bool SwingLeft;
/// <summary>
/// CrystallPunk Melee upgrade. Allows each attack to take turns being either left or right
/// CrystallEdge Melee upgrade. Allows each attack to take turns being either left or right
/// </summary>
[DataField]
public bool CPSwingBeverage = true;
/// <summary>
/// CrystallPunk Melee upgrade. Modifier of wide attack animation speed
/// CrystallEdge Melee upgrade. Modifier of wide attack animation speed
/// </summary>
[DataField]
public float CPAnimationLength = 0.5f;
/// <summary>
/// CrystallPunk Melee upgrade. how far away from the player the animation should be played.
/// CrystallEdge Melee upgrade. how far away from the player the animation should be played.
/// </summary>
[DataField]
public float CPAnimationOffset = -1f;

View File

@@ -398,10 +398,10 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var ev = new AttemptMeleeEvent();
RaiseLocalEvent(weaponUid, ref ev);
//CrystallPunk melee improvment
//CrystallEdge melee improvment
if (weapon.CPSwingBeverage)
weapon.SwingLeft = !weapon.SwingLeft;
//CrystallPunk melee improvment end
//CrystallEdge melee improvment end
if (ev.Cancelled)
{