* Adds wand of locker and locker projectile
* Adds IsOpen method to check if storage is open
* Adds store on collide
* Adds Store On Collide to Wizard Locker
* Adds Lock API
* Adds locking support
* Adds resist override and custom visual layers
* Fixes decursed states, adds comment for a future visualizer
* adds locker wand visuals and descriptions
* shrinks locker radius, moves TODO for throw support
* Adds whitelist and moves storage and lock logic into their own methods
* Adds support to disable store on collide after the first open. Fixes prediction issues with disabling.
* Adds wand of locker to the grimoire
* Adds wizard access prototype
* Adds Wizard to universal access
* Moves Lock on collide to on collide method
* Comments
* Changes layer order
* Fixes prediction issues when locking.
* Adds Wiz access to universal ID
* fix ghost role rules for some syndicate familiars
* change from monkey rules to Team Antag rules.
* Resolve reviews + Fix rules for LoneOp and Xenos
* ghostrole rules
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Co-authored-by: JIPDawg <JIPDawg93@gmail.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Update Snowasis
* Appease test gods
* Woops had the leftward animation backwards. Fixed.
* add santa suits and envelopes to chapel
* It looks worse unscaled but whatever.
* fix ghost role
* examines
* Initial commit
* Monitored pipe node is now referenced by name
* Review changes
* Simplified construction
* Tweaked deconstruction to match other binary atmos devices
* Helper function removal
* Updated attribution
* mostly done but there's a bug with spawning
* RandomGlobalSpawnSpellEvent now actually works
* Summon Guns/Magic is working
* Added sound, cap gun, and auto pick up
* Added all requested changes/fixes from reviews
* Halving cooldowns
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Act
* Adds Jaunt ECS and related prototypes
* Adds jaunt sounds
* Adds enter and exit sound support to polymorphs
* Updates jaunt description
* Adds jaunt action sprite and changes jaunt polymorph to use it
* Adds Jaunt and upgrade to the wizard grimoire
* Makes base mob jaunt parent off of incorporeal and basemob, adds blue ghost sprite for ethereal jaunt
* Update Resources/Locale/en-US/store/spellbook-catalog.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removes meta changes
* removes other meta changes
* adds context menu and a description to basemobjaunt
* comments for jaunt component and adds on component shutdown method
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Resources/Prototypes/Catalog/spellbook_catalog.yml
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
* add vebr
* add access to the components
* 2/3
* fix
* relay damage from disguise to user
* fix integrity
* :trollface:
* :trollface:
* m
* kill integrity
* fix a bug
* review
* remove them from component
* relay flash effect to the disguise
* fix icon being weird
* change method since multiple systems cant handle same network event
* :trollface:
* actually network Disguise real
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Added Popup for the Ligneous plant mutation when using hands.
There was some confusion for players with the Ligneous mutation which makes the plant harvestable only with sharp tools. Adding a popup with the message "The plant is too tough." to give them a hint to use something other than just their hands.
I decided to only put the message when attempting to harvest using hands, as the intent is clear that the player just wanted to harvest, but wasn't able to. Using any other tools like a crowbar or a screwdriver will not trigger the popup.
* Update Resources/Locale/en-US/botany/components/plant-holder-component.ftl
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
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Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Make ghost roles collapsible
* Save `BodyVisible` state of each `Collapsible` box
* Make ghost role collapsible only when group has more than 1 role
* Make it a little prettier
* Make only ghost role buttons collapsible
* Apply requested changes
* Typo
* Small cleanup
* Store in list, instead of iterating
* Make unique ids more unique
* Move it out of the cycle
* Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names
Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too.
* Put TODO in GhostRolesEui. I guess Issue must be made for this
* Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed
I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit.
* Remove extra space from ghost roles window
* Add buttons stretching. Size 3:1
* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add notification for dependent wearables being dropped
* fix dropped item popup redundancy
- did a check to see if any item was dropped, instead of making a notification for each item being dropped.
* change popup to client-only variant
* fix redundant messages, add plural locale string
* fix conventions, fix locale input to be more intuitive
---------
Co-authored-by: Justin <justinbrick1@gmail.com>
* Atmospheric alerts computer
* Moved components, restricted access to them
* Minor tweaks
* The screen will now turn off when the computer is not powered
* Bug fix
* Adjusted label
* Updated to latest master version
* Initial commit
* Tidy up
* Add firelocks to the nav map
* Add nav map regions to atmos alerts computer
* Added support for multiple region overlay sets per grid
* Fixed issue where console values were not updating correctly
* Fixing merge conflict
* Fixing merge conflicts
* Finished all major features
* Removed station map regions (to be re-added in a separate PR)
* Improved clarity
* Adjusted the color saturation of the regions displayed on the atmos alerts computer
* Fix several jank issues with space ninja cell upgrades.
* Rework the code to comply with maintainer request.
* Fix some naming convention & formatting errors.
* Change from a custom check to an item whitelist to avoid power cages from fitting.
* Make the EntityUid of GetCellScore non nullable.
* Remove a line from a previous solution to the above problem I forgot to remove.
* Fix the magic number issue.