* Add Crash to Windlands survival gamemode and map
Introduces the CP14CrashToWindlandsRule and its component for a new survival gamemode where a ship crashes into wildlands. Adds the 'nautilus_ship' map, updates English and Russian locale files with new gamemode titles and descriptions, and modifies relevant prototype and map pool files to support the new mode.
* fix FTL map
* firebombing is real
* fix biome dungen all grid overriding
* Update PostMapInitTest.cs
* Update DungeonJob.CP14Biome.cs
* Refactor demiplane generation and crash rules
Replaces the old demiplane job system with a new procedural location generation system (CP14LocationGenerationSystem and CP14SpawnProceduralLocationJob). Splits the crash-to-windlands rule into CP14CrashingShipRule (handles explosions) and CP14ExpeditionToWindlandsRule (handles map generation and FTL), with corresponding new components. Updates roundstart game rule prototype and moves/renames several files for clarity and modularity.
* Refactor location generation to support optional seed and position
Updated the GenerateLocation method to accept an optional seed and position, defaulting to a random seed if none is provided. Adjusted all call sites and the procedural job to support these changes, improving flexibility and consistency in procedural location generation.
* procedural integration into game map
* Demiplanes deletion
* clear demiplane content
* remapping procedural + frigid coast deletion
* clear demiplane guidebook
* dungeons generations
* Refactor procedural location configs and add ComossIsland
Consolidated and renamed procedural location and dungeonConfig prototypes for demiplane locations, replacing T1-prefixed and legacy IDs with new, consistent names. Updated map YAMLs to reference new location IDs and configs. Added a new ComossIsland location and dungeonConfig. Refactored code to support passing custom dungeon layers and removed unused ExamineProb field from CP14ProceduralLocationPrototype.
* Enhance procedural world gen and location configs
Improved procedural world generation by adding location generation probability, adjusting level ranges, and refining modifier uniqueness. Updated CP14ProceduralLocationPrototype and CP14ProceduralModifierPrototype, refactored node data generation logic, and made related test and map changes. Added new venicialis_fort station map and updated several procedural location and modifier YAMLs for consistency.
* fix
* connections room spawners
* track finishing global world generation
* real connection
* Update PostMapInitTest.cs
* Update venicialis.yml
* Update venicialis.yml
* fix raids, decrease city island sizes
* Update migration.yml
* Update migration.yml
* fix shutdowning
* Update CP14SpawnProceduralLocationJob.cs
* 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
* Shuttles now use their proper friction values
* Documentation
* Shuttles now use their proper friction values
* Documentation
* What the instrumentsystem doin
* what the instrumentsystem doing 2
* fix force evaporation
* knowledge book in bank
* music in loadouts
* Update general.yml
* localization sync
* fix round leave and manifest
* ship sound replacement
* fix traveling ship gravity
* forgot this role knowledge
Adds FTLSmashImmune to nuke prototype to stop it from arrival smashing
Adds a comment in FasterThanLight to indicate where the FTLSmashImmuneComponent is checked
Co-authored-by: aa5g21 <aa5g21@soton.ac.uk>
* Extend shuttle dock time if the shuttle doesn't dock at evac.
If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station.
Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody.
To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios.
The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations.
Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it.
* Minor review
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* Format DockingSystem.Shuttle
* arrivals system
* docking system
* shuttle console system
* emergency shuttle system
* shuttle system
* thruster system
* Fix compile error
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Add admin log when someone gets gibbed by a shuttle
* Make shuttle gibbing work properly again
* Fix immovable rod gibbing, no longer puts you into nullspace
* Update Content.Server/ImmovableRod/ImmovableRodSystem.cs
* Update Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.
For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.