Commit Graph

645 Commits

Author SHA1 Message Date
Morb
2a80597118 Localize broken handcuffs (#11558) 2022-09-27 09:26:03 -07:00
Nemanja
b8ba867456 advanced parts recipes (#11541) 2022-09-26 21:45:36 -05:00
Morb
af4037d74a Localize seeds (#11377)
* Localize seeds

* Update noun for spores
2022-09-26 14:44:28 -05:00
Mervill
03484d831a User feedback for when you miss throwing something in disposals (#11426)
* user feedback for when you miss throwing something in disposals

* Update missed message

Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>

* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* missing nullable check

Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-26 14:42:49 -05:00
Nemanja
c3258b9f38 Update smites.ftl (#11507) 2022-09-24 18:10:58 -05:00
Nemanja
799a0eb71c Update physical-desc.ftl (#11505) 2022-09-24 17:49:45 -05:00
Morb
350435df36 Unhardcode thruster localization (#11503) 2022-09-24 17:24:03 -05:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
Flipp Syder
b6a548fb97 adds examinable text for address to some device networked entities (#11455) 2022-09-22 14:00:54 -05:00
Morb
9e8d0a51ad Localize gases (#11376) 2022-09-17 12:34:53 -05:00
Nemanja
2e7dcb1ed8 Lathe Refactor and ECS (#11201)
* lathe and material storage refactor

* materialStorage ECS

it kinda sus tho

* beginning the lathe shitcode dive

* couple lathe visuals and lathe system

* lathe changes and such

* dynamic lathe databases

* rewrote internal logic

on to ui

* da newI

* material display clientside

* misc ui changes

* component state handling and various other things

* moar

* Update Content.Shared/Lathe/LatheComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* first volley of sloth review

* more fixes

* losin' my mind

* all da changes

* test fix and other review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-09-16 18:49:05 -05:00
rolfero
7d0a870b23 forensic scanner verb (#11361)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 14:22:17 -07:00
corentt
c477a5e482 Add jetpack to cargo (#11350) 2022-09-16 14:21:46 -07:00
metalgearsloth
4df4238c4c Nerf bible (#10023) 2022-09-16 07:27:05 -07:00
Justin Trotter
6bf45709e9 Add access locks to gas canisters (#10575) 2022-09-16 07:06:29 -07:00
rolfero
6de66c25f9 hand labeller verb (#11283)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 07:05:23 -07:00
Visne
a1d3ca0857 Lock icon for latejoin GUI (#11187)
* Margin + code cleanup + lock icon

* Fix padding

* Margins, caching
2022-09-15 21:42:35 -05:00
Dylan Corrales
4ea7087d6f 9386 Permanent ban message change (#11325) 2022-09-15 12:33:11 -07:00
Dylan Corrales
165970b58b 9263 Inconsistent Message Delimeter (#11326) 2022-09-15 12:30:59 -07:00
Illiux
71e46de0fc Rework the ChemMaster's output handling (#11207)
* Fix doc comment on FitsInDispenserComponent

It's clearly intended to be a doc comment, but wasn't.

* Allow the ChemMaster to accept canisters and bottles

* Give the ChemMaster an output container slot

* Tweak ChemMaster UI layout

* Make more ChemMaster UI tweaks

* Update ChemMaster SpinBox max handling

* Rework the ChemMaster

* Apply suggestions from code review

Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>

* Implement PR feedback

* Switch ChemMaster to a tabbed UI layout

* Rename Amount to Dosage for clarity

* Replace Amount with Dosage in messages

* Clarify dose in UI

Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
2022-09-14 19:10:12 -05:00
metalgearsloth
8871c445b8 Cleanup factions code (#11075)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-14 11:45:02 -07:00
Alex Evgrashin
9ce3a18e3f Chameleon clothing (#8444)
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-09-14 18:42:14 +10:00
corentt
c4fde3b3eb Add informations to cargo order form (#10513) 2022-09-14 13:20:38 +10:00
Morb
89367f71e4 Localize material names (#11059) 2022-09-14 13:00:08 +10:00
Morb
ebcce52abe Localize tile names (#11060) 2022-09-14 12:53:37 +10:00
Flipp Syder
ffbd0085bc Nukie win conditions (#10220)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-14 12:42:19 +10:00
Kara
eaa4bc4aea Remove clonexadone (#11253) 2022-09-13 12:51:31 -07:00
metalgearsloth
fed0c0c108 Fix gun clumsy (#11246) 2022-09-13 08:52:36 -05:00
rolfero
d793a538af appraisal verb (#11226)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-13 23:19:04 +10:00
Kevin Zheng
45349e3c0d Add gas recyclers (#9934)
* Add RemoveVolume()

RemoveVolume(vol) captures the common pattern of:

    air.RemoveRatio(vol / air.Volume)

Change existing code to use this method where appropriate.

* Add gas recyclers

Gas recyclers catalyze the conversion of CO2 and N2O to O2 and N2. The
gas recycler component takes waste gas from the input net and releases
the result into the output net.

To make things more fun, the input net must be pressurized to 3 MPa and
heated to at least 300 C; otherwise, no reaction will occur.

Game-mechanic wise, gas recyclers contain the catalyst for the
conversion reaction, and therefore, requires no external power. However,
the external pumps and heaters required to make the reaction happen
still do.

* Fix gas recyclers

Fix negative sqrt, fix pressure check after remove.
2022-09-11 18:02:01 -05:00
Morb
cb9d02fb1b Localize character title menu (#11194) 2022-09-11 17:48:36 -05:00
och-och
633c74d440 Display gender and age when examining humanoids (#11177) 2022-09-11 07:45:39 -07:00
Nemanja
e43ee216f6 store system currency rework (#10893) 2022-09-10 23:54:16 -07:00
Leon Friedrich
61655c18b2 Add more networking options (#11046) 2022-09-10 23:52:37 -07:00
Will Robson
7accbcbe9b Implement Charcoal. #10042 (#11024)
* Add charcoal

Flush chemicals that are not the charcoal out of the chemical stream

* Add into EN localization to get chem dispenser to display correctly

* Remove method that wasn't needed

* Remove charcoal from dispenser

Charcoal is made by combing ash and carbon

* Place ash in elements prototype
2022-09-10 18:20:44 -05:00
Visne
4cc5fa239e Implement traits system (#10693) 2022-09-10 08:40:06 -07:00
rolfero
d7b31865ff APC construction updated, uses electronics (#10987)
* APC construction and deconstruction
Construction action GivePrototype

* APC needs screwing + sprites

* apc framework, working construction recipe

* Energy swords hot

* APC changes

* APC construction/deconstruction

* removed comments

* Revert "Energy swords hot"

This reverts commit 75228483abb3cc6252118b319bc8949d5198362d.

* Renamed function for clarity

* Fixed the last step not showing in the construction menu

* Some fixes

* Update Content.Server/Power/EntitySystems/ApcSystem.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Server/Construction/Completions/GivePrototype.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Structures/Power/apc.yml

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Structures/Power/apc.yml

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Server/Power/Components/ApcElectronicsComponent.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Client/Power/APC/ApcVisualizer.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
2022-09-09 20:27:41 -07:00
Flipp Syder
3cfa00e91c Flavor profiles (#10991)
* flavor profiles

TODO: every single flavor! yeah!!!

* adds basic localization, and flavors/lastFlavor values for when you get the flavor profile message

* multiple and single flavor messages

* start on flavor localization, multiple flavors in localized flavors

* flavor prototypes

* a few more flavors, descriptions on what each section of the flavor file should be doing

* localization for flavor profiles in drink/food system

* adds an event that allows a flavor profile list to be transformed base on the user entity

* raises it on the food entity too

* changes a field in flavor, adds some more flavors, starts adding flavor prototypes

* adds basic flavors to several entities, and consumable drinks, renames flavor field to 'flavors'

* changes call ordering in flavorprofile, adds flavor to ignored components server-side

flavor is really just a popup message, and those are all processed server-side

* fixes where food tried to get the flavor of the user instead of the food

* single flavors will now get the localized string

* getting the flavor message now ensures that flavors are deduplicated

* makes flavor processing more strictly unique bu making everything hashsets

* yeah, that could just not have distinctby now

* adds flavorprofile directly to food base instead for generic food taste

* FlavorProfileModificationEvent now passes a hashset of strings and not flavorprototypes

* flavorprofilesystem now broadcasts the flavor profile modification event

* adds more flavors to the flavor profile loc file

* skips a flavor, if the flavor string is null/empty

* adds some more flavors, adds generic medicine flavor to medicinal chemicals

* more food flavors, adds flavors to swallowing

* adds some cocktails to the set of flavor profiles

* regenerates flavor prototypes

* adds flavor type to all flavors, adds whitespace between variants

* adds more flavors, adds flavors to several chemicals and food items

this is the part that took the longest

* changes backup flavor message

* spelling mistake

* more flavors, and flavors on food

* readds all the type fields, whoops

* fixes localization strings for forcefeeding food/drink

* fixes multiple flavor profile

* adds flavor limit for flavors

* makes that fetch the cvardef instead
2022-09-08 18:14:49 -05:00
metalgearsloth
2f07270744 Add examines for damage values (#11090)
* Add examines for damage values

Even immersive sims still give you values.

We should also do this for armour so people don't have to yml dive and so the general public actually know the balance of things.

* Slightly better

* Cleanup
2022-09-08 18:08:14 -05:00
metalgearsloth
72bc05e3ac Add department bans (#11085)
* Add department bans

Also localised some stuff while I was there.

* loc
2022-09-08 17:06:21 -05:00
theashtronaut
868abaca5c Gas Analyzer can now scan pipes/devices along with the environment (#10976) 2022-09-08 07:22:14 -07:00
rolfero
ec081bd80a Adds speed modifier values to examine clothing (#11107)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-08 21:09:34 +10:00
rolfero
e4e878b76b Adds examine values to armor (#11104)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-08 14:11:22 +10:00
Rane
a29e86a896 Pacification status effect and Pax (#10796) 2022-09-05 19:52:58 -07:00
Flipp Syder
0882d85176 Air alarm balancing (#11063)
* threshold balancing, restores none mode on atmos alarm

dear lord, panic mode with unbalanced thresholds was a nightmare

* that was 10%, not 1%

* adds widenet mode for scrubbers

* adds the vents to wide filter as well
2022-09-05 19:35:36 -07:00
Flipp Syder
c3d7ecace6 Adds a link limit and UI to device list (#11017)
* adds a link limit to device list

* locale strings

* uhhh what's efcore doing there

* adds a UI for device list on the device

* merge conflict fixing
2022-09-05 18:22:39 -07:00
Flipp Syder
9ace52a6c1 Device link visualizer (#11054)
* shuffles devicelist to shared, adds an overlay for devicelist

* adds space property to overlay

* moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist

* dirties components upon change, adds networkedcomponent to sharednetworkconfigurator

* state handlers for networked components

* whoops

* lots of shuffling, renaming, and access changes

* randomizes color for every new entity added to the overlay

* adds a client-side action to clear all network overlays if they're active

* clones action (oops)

* localization, adds a command for clearing network link overlays (in case the action disappears)

* moves the entity manager up into the bui fields

* makes that a dependency

* attempts to just directly get the color from the dict when drawing, now

* fixes up a few comments

* adds dirty on init to devicelistcomponent

* hacky solution related to mapping with a networkconfigurator

* more stricter bound on that hacky solution

* just checks if the life stage is initialized instead of if the entity was initialized

* moves getalldevices to shared

* readds linq import

* tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay

* some reorganization
2022-09-05 19:55:44 -05:00
metalgearsloth
0286b88388 NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-06 00:28:23 +10:00
Flipp Syder
ba2995b7c8 Merge pull request #10721 from vulppine/air-alarm-fixup
Air sensors & air alarm fixup
2022-09-02 13:00:33 -07:00
Morb
49397adbc5 Localize antag roles (#10638) 2022-08-31 19:37:54 -07:00