* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* vampire returns + transformstions redo
* carcat fangs fix + greetings music update
* vampire skill trees
* Blood essence gathering
Introduces the vampire blood essence mechanic, including the CP14SpellVampireGatherEssence spell, new skill point consumable component, and related UI/localization updates. Adds clientside effects for spell casting, new vampire skill and action, and refines skill point gain/loss popups. Also restructures vampire components, updates spell logic for client/server prediction, and removes unused parallax files.
* perma damage
* Add skill point cost to magic system and vampire essence spell
Introduced CP14MagicEffectSkillPointCostComponent to allow magic effects to consume skill points. Updated the shared magic system to handle skill point checks and consumption. Added a new vampire spell for creating blood essence, including new icons and localization. Adjusted vampire component to grant and remove skill points, and updated related skill tree and spell prototypes. Minor fixes and refactoring in spell logic and descriptions.
* blood step + blood vision skills
* vampire clans icons
* 50 players limit + vampire objectives
* fixes
* devourers altar transmutation
* Remove StealTarget component from animal, dino, and mole NPCs
The StealTarget component and associated stealGroup were removed from boar, dinosaur, and mole NPC definitions. This likely disables these entities from being targeted for stealing, possibly to adjust gameplay balance or fix unintended behavior.
* fix
* essence creation improve
* altars
* voice masks
* transmutation fix
* teleportation glyph
* crimson candles
* candle crafting
* fix pointer predictions
* Add Vampire Clan Battle gamemode and update vampire roles
Introduces the 'Vampire Clan Battle' gamemode with new localization in English and Russian, updated game preset definitions, and secret weights. Refactors vampire antagonist briefings and objectives for multiple clans, adjusts vampire role preferences and team settings, and reduces the damage of the Vampire Gather Essence spell. Also includes minor improvements to spell and game mode descriptions, and corrects file naming for game preset locales.
* powerful kicks in
* time gates + vampire tree
* vampire proto faction
* fix
* fixes
* tree progression
* search enemy
* Update CP14SharedVampireSystem.cs
* blood essence gathering redo
* essence gathering refactor 2
* blood healing
* Update secret_weights.yml
* tree planting
* boodgrass
* tree upgrade announcement
* construction graph integration
* delete transmutation system
* workbench crafting returns
* cloaks crafting + cloak invisibility
* make vampire tree is generic red tree (sad)
* clan heart sprite
* Refactor vampire tree to clan heart system
Replaces the CP14VampireTreeComponent with CP14VampireClanHeartComponent, updating all related logic, appearance, and localization. Adjusts skill requirements, examination, and level progression to use the new clan heart system. Updates entity prototypes, visuals, and adds new orb sprites for clan heart levels. Localization strings and logic are updated to reflect the new terminology and mechanics.
* Update SpeciesBlacklist.cs
* Refactor vampire clan heart and remove tree spell
Refactored the vampire clan heart to support essence regeneration over time and adjusted level thresholds. Removed the vampire tree planting spell and related prototype fields, as well as unused tree system code. Updated localization, entity prototypes, and faction definitions to reflect these changes.
* Add clan heart construction for vampire clans
Introduces construction graphs, entities, and conditions for building unique clan hearts for each vampire clan (Unnameable, Devourers, NightChildrens). Adds new construction conditions (all clan vampires required, singleton enforcement), updates skill tree to unlock constructions, and removes the now-obsolete CP14MagicEffectAllVampireClanRequiredComponent. Also adds new frame sprites and updates localization and prototype files accordingly.
* level up vfx
* VFX + lobby track
* orb resprite
* sprites
* Add vampire altar mechanics and improve clan heart behavior
Introduces the CP14VampireAltarComponent and altar entity, which doubles blood essence extraction when victims are strapped to the altar. Adds a custom explosion behavior for vampire clan hearts upon destruction, updates construction graphs and recipes for altars, and improves localization. Also refines skill description handling and adjusts vampire bite action text.
* essence get when heart destruction
* Add clan heart damage and destruction announcements
Introduces announcements for when a vampire clan heart is damaged or destroyed, with cooldown to prevent spam. Refactors examination logic and updates localization files for both English and Russian to support new messages and sender formatting.
* glyph adaptation
* resurrection
* Add round end summary for Vampire Clan Battles
Implemented detailed round end text for the Vampire Clan Battles game mode, displaying victory, defeat, or draw outcomes based on surviving factions and population percentage. Refactored alive player percentage logic into a shared method and updated localization files with new outcome messages in English and Russian. Also removed an unused field from the defence condition component.
* Update vampire_cloak.yml
* fix
* fix
* Update portal_glyph.yml
* Borg hands & hand whitelisting
* yaml linted
* yaml linted (x2)
* yaml linted (x3)
* my storage tests so pass
* no need for SetCount
* ok new stuff you can get fixed too
* oops
* staque
* what if we addressed feedback
* my place so holder
* what if we addresesd feedback
* what if i did it correctly
* terminating or deleted
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
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Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
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Co-authored-by: plykiya <plykiya@protonmail.com>
* TemperatureSpeed component
* temperature slowdown prediction (done right)
* remove unnecessary changes
* that too
* get in line
* make it readonly
* auto pause
* Makes machine parts stacks, removes unused field in stack prototypes
* forgor
* Fix tests
* Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely
* detail
* a