Commit Graph

327 Commits

Author SHA1 Message Date
Deserty0
29cbf0560f Cleanup 2025-10-29 23:06:20 +10:00
Ed
2da1977ae1 clean up 2025-10-28 13:46:04 +03:00
Deserty0
f53c68d272 123 2025-10-27 00:22:59 +10:00
Deserty0
44b757a033 Merge remote-tracking branch 'upstream/master' into des-fishing 2025-10-26 22:45:15 +10:00
Deserty0
a1e452de63 comments 2025-10-17 14:46:01 +10:00
Deserty0
f31e82f7b3 123 2025-10-17 14:28:03 +10:00
Deserty0
2fdd3923f5 swaggy swaggy swags 2025-10-05 17:33:13 +10:00
Deserty0
88575e2286 I am become Death, the Code Destroyer 2025-10-05 16:48:09 +10:00
Deserty0
636b2a5514 prediction
needs heavy cleanups
2025-10-04 17:00:47 +10:00
Red
51a3fb53aa God rays (#1803)
* god rays

* fix

* fix?
2025-09-27 22:14:11 +03:00
Deserty0
90797f88b6 help me 2025-09-19 22:22:56 +10:00
Red
930caa30b3 Magic spell refactor part 2 (#1757)
* DoAfter support for Actions (#38253)

* Adds Action DoAfter Events

* Adds DoAfterArgs fields to DoAfterComp

* Adds a base doafter action

* Adds Attempt action doafter logic

* Adds doafter logic to actions

* Changes Action Attempt Doafter and action doafter to take in Performer and the original use delay. Use delay now triggers when a repeated action  is cancelled.

* Readds the TryPerformAction method and readds request perform action into the action doafter events

* Adds a force skip to DoAfter Cancel so we can skip the complete check

* Adds a Delay Reduction field to the comp and to the comp state

* Fixes doafter mispredict, changes doafter comp check to a guard clause, sets delay reduction if it exists.

* Cancels ActionDoAfter if charges is 0

* Serializes Attempt Frequency

* Comment for rework

* Changes todo into a comment

* Moves doafterargs to doafterargscomp

* Adds DoAfterArgs comp to BaseDoAfterAction

* Removes unused trycomp with actionDoAfter

* Replaces DoAfterRepateUseDelay const with timespan.zero

* Removes unused usings

* Makes SharedActionsSystem partial, adds DoAfter partial class to ActionSystem, moves ActionDoAfter logic to the SharedActionsSystem.DoAfter class

* Cleanup and prediction

* Renames OnActionDoAfterAttempt to OnActionDoAfter, moves both to Shared Action DoAfter

* Removes ActionAttemptDoAfterEvent and moves its summaries to ActionDoAfterEvent. Converts OnActionDoAfterAttempt into TryStartActionDoAfter

* Removes Extra check for charges and actiondoafters

* Sloptimization

* Cleanup

* Cleanup

* Adds param descs

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Refactor CP14 action emote and speech handling

Moved emote and speech logic from magic spell components to dedicated CP14 action components and systems. Removed CP14MagicEffectEmotingComponent and related event handling, introducing CP14ActionEmotingComponent and updating event subscriptions. Updated resource consumption and performed logic to use new action-based components. Adjusted affected prototypes and removed obsolete code.

* kicking in

* Refactor athletic spell actions and remove mana cost calc

Reworked dash and sprint spell YAMLs to use modular effect events and updated their action properties. Removed the unused CalculateManacost method from CP14SharedMagicSystem.cs. Also removed the startDelay property from the kick action.

* fix cooldown and resource cost

* casting visuals adapt

* telegraphy adapt

* slowdown adaption

* Remove Lumera and Merkas demigod spells and skills

Deleted all spell and skill prototypes related to the Lumera and Merkas demigods, including their actions, effects, and skill trees. Updated athletic sprint and second wind spells, and refactored portal_to_city spell to use modular effects. Also added a debug category to the admin skill reset verb.

* fuck...

* done

* some refactor hell

* light + lurker process

* meta process

* mobs process

* vampire

* finish

* no clientside

* Update water_creation.yml

* fixes

* Update ice_ghost.yml

* а

* viator review

* fix lurker

---------

Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-09-17 22:13:10 +03:00
TheKittehJesus
94fc883ce7 Human tone elf skin fix (#1787)
* Patch saving for human skin tone elves

* Formatting clean up
2025-09-17 13:58:12 +03:00
Red
5377dd6926 fix skin coloring (#1781) 2025-09-16 14:39:46 +03:00
Ed
9425908ef2 adapt codebase 2025-09-15 14:49:58 +03:00
Deserty0
0c7dd03f79 я усталь 2025-09-12 13:44:21 +10:00
Deserty0
59d776ca72 MASSIVE UPDATE NUMBER ONE 2025-09-12 12:41:17 +10:00
Deserty0
782ae7c588 Update CP14FishBaseBehavior.cs 2025-09-11 03:07:27 +10:00
Deserty0
aa16b587fc Merge branch 'des-fishing' of https://github.com/crystallpunk-14/crystall-punk-14 into des-fishing 2025-09-11 01:14:46 +10:00
Deserty0
4de7747fb9 im actualy idk
ну шо ща пиздос
2025-09-11 01:14:20 +10:00
Red
8e18c5e121 Bugfix + Carcat nerf (#1761)
* fix #1758

* nerf carcat

* fix #1747
2025-09-10 15:51:16 +03:00
Deserty0
45f4668b11 Merge branch 'master' into des-fishing 2025-09-10 09:39:07 +10:00
Ed
f84e1ba04d Merge branch 'master' into ed-25-08-2025-upstream-sync
# Conflicts:
#	Resources/Prototypes/_CP14/ModularCraft/Blade/axe.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/base.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/dagger.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/hammer.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/hoe.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/mace.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/mop.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/pickaxe.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/shovel.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/sickle.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/skimitar.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/spear.yml
#	Resources/Prototypes/_CP14/ModularCraft/Blade/sword.yml
#	Resources/Prototypes/_CP14/ModularCraft/Garde/guildmaster.yml
#	Resources/Prototypes/_CP14/ModularCraft/Garde/sharp.yml
2025-09-08 11:33:44 +03:00
Ed
e659a2a007 Merge branch 'master' into ed-25-08-2025-upstream-sync 2025-09-08 11:31:28 +03:00
Red
ad46932d11 Balance tweaks (#1741)
* disable lurker pulling

* fix pack

* fix pack

* fak pix

* vampire objective tweak

* buff vampire search

* Update air_saturation.yml

* fix

* fix

* Update EntityTest.cs

* Update EntityTest.cs

* tick

* Update EntityTest.cs

* remove forkfiltered filter

* Update EntityTest.cs
2025-09-07 14:22:30 +03:00
Deserty0
c8b0560c7a UI 2025-09-07 04:31:11 +10:00
Deserty0
5d2fb2c4bc 13234546tyu 2025-09-07 01:37:52 +10:00
Red
963bdc022f Rethinking equipment (#1711)
* delete all modular content

* clean up

* Update guard.yml

* spear first pass

* Add imperial two-handed sword and update spear

Introduces the imperial two-handed sword with new sprites, prototype, and animations. Refines spear configuration: adjusts damage, animation, and offsets, and updates its sprites and prototype to use a new resource path. Improves melee weapon animation logic for both thrust and slash attacks.

* neck displacement

* Update neck.png

* Update migration.yml

* dagger

* Add sword prototype and refactor melee weapon swing logic

Introduces a new sword entity and associated textures. Refactors melee weapon swing logic by renaming SwingLeft to CPSwingLeft and updating related code. Adjusts animation offsets and rotation values for daggers, spears, and two-handed swords. Moves and updates dagger texture assets to a new directory structure.

* hatchet

* sickle

* Add skimitar sword entity and sprites

Introduced a new 'skimitar' sword entity with description and associated sprite assets, including icon, in-hand, and equipped states. Also updated the imperial sword's name and description for clarity.

* Add rapier weapon and adjust melee weapon balance

Introduced the imperial rapier weapon with associated prototype and textures. Increased the default single-target melee damage modifier to 1.3 and removed per-weapon clickDamageModifier overrides from dagger, spear, sword, and two-handed sword. Also increased sword base damage to 10 for better balance.

* Add iron tool/weapon variants and update wall thresholds

Introduces iron variants for pickaxe, shovel, dagger, rapier, spear, sword, and two-handed sword, including new sprites and YAML prototypes. Adjusts wall and ore vein damage thresholds for destruction and sound triggers. Updates migration.yml to map modular iron weapons to new iron variants and spawns stone blocks on stonebrick wall breakage. Also refactors dagger textures to use an 'iron' directory.

* Refactor ice dagger and adjust blacksmith skills

Replaced CP14IceDagger with CP14WeaponDaggerIce, updating its parent, stats, and components for consistency. Adjusted base dagger damage types. Blacksmith job and related melting skills are now commented out or disabled, reflecting a change in skill progression and job setup.

* Update ice_dagger.yml

* Deprecate sword mastery skills and update melee swing logic

Commented out SwordMastery, RapierMastery, and SkimitarMastery skills and removed their assignment from guard and artisan job prototypes. Renamed CPSwingLeft to SwingLeft in melee weapon code for clarity and updated related logic.

* Remove requiredSkills from anvil and furnace recipes

Eliminated the 'requiredSkills' field from all recipes in Anvil/misc.yml and furnace.yml. This simplifies recipe definitions and removes skill prerequisites for crafting these items.

* Update guard_commander.yml

* Comment out freeLearnedSkills for T1 and T2 skeletons

Disabled the freeLearnedSkills entries, including SwordMastery and SkimitarMastery, in both T1 and T2 DemiplaneAntag skeleton YAML prototypes. This change may be for balancing or testing purposes.

* Update migration.yml

* Update migration.yml

* guidebook

* r

* spear passive + hammer passive

* tool hammer + skimitar refactor

* balance tweak

* kick nerf

* TOWER DEFENCE UPDATE

* default shield refactor

* buckler (only sprites)

* Update migration.yml

* buckler parry

* some fixes

* Update T2.yml

* Update T2.yml

* Update instruments.yml

* Update migration.yml

* M O P

* war axe

* Update migration.yml

* Keen Eye skill

* arrows + bow + loadouts

* Update tools.yml

* trading

* fix

* Update misc.yml

* Update migration.yml
2025-09-06 00:59:58 +03:00
Deserty0
3759f240b3 123 2025-09-06 04:14:26 +10:00
Deserty0
af2e62ff59 я очень устал босс 2025-09-06 03:03:37 +10:00
Deserty0
dcecaded17 slow work 2025-09-04 22:54:20 +10:00
Deserty0
310126c660 init 2025-09-04 02:32:59 +10:00
Red
1eead99543 You are surrounded by unknown suspicious individuals, my lord. (#1710)
* base identity hide

* ui

* Better UI

* store data in Mind

* disable arrivals an leave announcement

* tips updated

* Enhance identity recognition and examination feedback

Added logic to display remembered character names during examination and improved the process for remembering character names on map initialization. Also updated localization files to include new examination feedback strings. Minor refactoring and bug fixes in identity recognition systems.

* Update CP14SharedIdentityRecognitionSystem.cs

* fix
2025-08-27 17:34:10 +03:00
Ed
22edc77004 forgot this one 2025-08-25 20:46:10 +03:00
Red
4debb114e5 Magic system refactor part 1 (#1709)
* Refactor pacified block logic to action system

Moved pacified block functionality from magic spell components to the new CP14ActionSystem and related components. Removed CP14MagicEffectPacifiedBlockComponent and its logic, and introduced CP14ActionDangerousComponent for handling pacified checks. Updated examine and checks logic to use the new action-based components, improving separation of concerns between magic and action systems.

* finish pacified

* mobtargetstate refactor

* skillpoint cost refactor

* somaticAspect refactor

* material cost refactor

* mana cost now

* stamina cost

* SSD + verbal aspect

* religion

* music tool refactor

* vampire

* get rid of this event

* manacost refac

* Remove magicType field from spell definitions

Eliminated the 'magicType' property from all CP14MagicEffect components in spell YAML files across Electric, Fire, Life, Light, and Water categories. This streamlines spell configuration and may reflect a change in how magic types are handled in the system.

* Remove mana cost reduction effects from skill tiers

Eliminated the ModifyManacost effects from tier 2 and tier 3 skills in electromancy, healing, hydrosophistry, illusion, and pyrokinetic. This change standardizes skill progression and may be part of a balance update to mana cost mechanics.

* comment out T3 tiers

* namespace refactor

* fix hands
2025-08-25 20:40:10 +03:00
Ed
b13769a82c adapt codebase 2025-08-25 17:00:57 +03:00
Red
0a3bd9baba Adjust day/night cycle logic and lighting parameters (#1705)
Increased minimum light level and updated sun shadow directions for smoother transitions. Changed light curve calculation to use cosine, adjusted day detection threshold, and added a console command to check current light level. Renamed and fixed logic in CP14IsNight rule. Updated map and prototype files to use new ambient light colors and ensure consistency.
2025-08-25 02:03:24 +03:00
Red
2df523061b Respawn button (#1702)
* Add respawn action for ghosts with confirmation popup

Introduces a new respawn action for ghosts, allowing them to return to the lobby and respawn as a new character. Adds supporting systems, localization, prototype definitions, and an icon for the action. The action includes a confirmation popup to prevent accidental use.

* Prevent respawning with the same character in a round

Introduces a system to block players from rejoining a round with a character that has already died, notifying them with a localized message. Refactors and moves respawn-related localization strings to new files for both English and Russian.

* Prevent admins from character reuse restriction

Added a check in CP14RespawnSystem to allow admins to bypass the restriction that prevents the same character from re-entering the round. This ensures that admin users are not limited by the character reuse logic.
2025-08-24 18:36:24 +03:00
Red
3c534069a4 Random tweaks (#1701)
* weather overlay offset

* sack head clothing

* remove raid

* less mushrooms, less muhrooms hat

* Update CP14VampireRuleSystem.cs

* Update base_clothing.yml

* fix

* Revert "Update base_clothing.yml"

This reverts commit e51d13fe77.

* Update backpacks.yml

* ашч

* double game preset

* Delete parts.yml

* Update sack.yml

* Update sack.yml

* g

* remove raids

* fuck you
2025-08-24 15:58:35 +03:00
Red
9bda0c85e2 Magic vision nerf (#1697)
* Update ShowHealthBarsComponent.cs

* mana split now can destroy mana trace

* delete aura examine

* Add aura confusion status effect and concealment reagent

Introduces the Confused Aura status effect, which causes entities to leave randomized magical aura imprints. Adds the CP14HideMagicAuraStatusEffectComponent, new localization strings, alert, and reagent (Aura concealment solution) that applies the effect. Updates magic vision logic to support the new effect, and adds related icons and prototype definitions.

* vampire market

* easy vampire clothing craft

* obscure magic trace
2025-08-23 15:03:33 +03:00
Red
57a7cb30a7 Vampire hotfix (#1696)
* Adjust vampire features and add construction category

Increased vampire skill points from 1 to 3 and removed SendOnlyToOwner override. Updated power punch spell: removed cast slowdown, increased paralyze durations, and raised cooldown. Added new construction category for vampires with English and Russian localization, and updated vampire construction recipes to use this category. Reduced furnace recipe craft times from 4 to 1. Cleaned up unused usings in vampire components.

* Improve vampire skill popups and clan heart features

Added missing popup when no essence is left to gather and improved popup handling for skill point changes. Updated localization for clan progress and essence messages, added WarpPoint to vampire clan heart, and adjusted vampire skill tree structure and UI positions.

* Add vampire hypnosis skill and rebalance vampire content

Introduces the Hypnosys vampire skill and associated spell, including new status effects and alerts for forced sleep. Adjusts vampire skill tree progression, rebalances bite spell effects, modifies construction recipes to use stone instead of iron, and updates entity drop behaviors. Also tweaks skill point defaults and hunger/thirst effect order for plant growth spells.

* Adjust hunger settings and map spawner modifiers

Removed baseDecayRate and starvationDamage from Hunger components for NightChildrens, Devourers, and Unnameable in subgamemodes.yml. Updated comoss.yml and venicialis.yml to replace or add spawner modifiers, introducing Boar and Rabbits while removing EnemyFlem, MonsterMosquito, and MobSlimeIce.

* Add SSD block to magic system and vampire bite spell

Introduced CP14MagicEffectSSDBlockComponent to prevent magic use on SSD (disconnected) players. Updated the magic system to check for SSD status and added localization strings for SSD block messages in English and Russian. Applied the SSD block effect to the vampire bite spell. Also fixed a typo in the PacifiedBlockComponent filename.

* Make blood reagents unrecognizable and adjust effects

Set all blood reagent variants to 'recognizable: false' to prevent easy identification. Simplified and unified damage effects for blood reagents, removing some specific reactions and adjusting damage groups, particularly for vampire-related blood types. Also fixed a duplicate 'allowedStates' key in the vampire bite spell action.

* Enable map initialization and clean up power punch spell

Changed map creation in Demiplane and CrashToWildlands systems to run map initialization by setting runMapInit to true. Removed redundant map initialization check in CP14SpawnProceduralLocationJob. Also removed the CP14ActionSpellVampirePower2 entity from the vampire power punch spell prototype.
2025-08-23 01:56:01 +03:00
Red
906033633e Vampire clan battle gamemode (#1672)
* 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
2025-08-22 18:46:28 +03:00
Morb
42afa7b754 Make IsDayNow method and return silva photosynthesis (#1648)
* Make is day method and return silva photosynthesis

* Disable CP14MagicEnergyDraw
2025-08-22 01:28:10 +03:00
Viator-MV
4a5bc15bd8 Good fire skele (#1680)
* Revert "fire magic bad skele (#1679)"

This reverts commit b130d8aeec.

* skelehehehe

* kit conversation
2025-08-21 16:03:57 +03:00
Red
e6f5ed2450 Spell pre-examine (#1661)
* examine spells

* fux

* fix
2025-08-11 23:46:28 +03:00
Alexsey Bezyuk
25df067d3f Backpacks description and categories (#1647)
* backpacks translation

* leather categories

* linter fix

* Linter please

* Описания

* priority in craft

* priorotize

* eng comment

* Update Content.Client/_CP14/Workbench/CP14WorkbenchWindow.xaml.cs
2025-08-10 17:25:34 +03:00
Red
c089e844dc Minor cleanup (#1645)
* bue

* some code
2025-08-09 13:47:21 +03:00
Red
02286f492a material aspect support (#1643) 2025-08-09 00:27:23 +03:00
Red
a808bf521c Resurrection spell returns (#1642)
* resurrection

* resurrection

* loadout

* city portal spell scroll

* Update thaumaturgy.yml
2025-08-08 22:42:08 +03:00
Red
fa22152b42 Demiplane redesign again (again) (#1640)
* rooms generation fix??

* demiplane map returns

* wawa

* fix
2025-08-08 17:37:16 +03:00