* Make BaseMedicalPDA abstract (#26567) * Fix GasMixers/Filters not working (#26568) * Fix GasMixers/Filters not working * OKAY GAS FILTERS TOO --------- Co-authored-by: Plykiya <plykiya@protonmail.com> * Industrial Reagent Grinder Hotfix (#26571) fixed * Give stores the ability to check for owner only (#26573) adds a check if the store belongs to the user * Fix round start crash (causing instant restart) (#26579) * Fix round start crash * Make `TryCreateObjective` more error tolerant * Update engine to v217.1.0 (#26588) * Fix initial infected icon hiding (#26585) * Fix Meta evac shuttle name (#26587) * Make timer ignore client predict setting (#26554) * Make timer ignore client predict setting * making tests run --------- Co-authored-by: wrexbe <wrexbe@protonmail.com> * Make advertise system survive no map inits (#26553) * Make advertise system survive no map inits * Add comment to try prevent future bugs * Update Credits (#26589) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Fix fox spawn on reach (#26584) Co-authored-by: wrexbe <wrexbe@protonmail.com> * Removes SCAF armor (#26566) * removes scaf armor * replace maint loot spawner spot with basic helmet * Update Patrons.yml (#26578) * Automatic changelog update * Make aghost command work on other players using optional argument (#26546) * Translations * Make aghost command work on other players using optional argument * Reviews * Automatic changelog update * Add new component to Make sound on interact (#26523) * Adds new Component: EmitSoundOnInteractUsing * Missed an import * File-scoping * Replace ID check with Prototype check * Moved component and system to shared. Set prediction to true. * Removed impoper imports and changed namespace of component to reflect changed folder. * Following function naming theme * All this code is basically deltanedas's, but it was a learning experience for me * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Increase syndi duffelbag storage (#26565) * Increase syndi duffelbag storage * weh * Automatic changelog update * Adds construction/decon graphs for plastic flaps (#26341) * Adds construction/decon graphs for plastic flaps * Dang arbitrage * undo conflict --------- Co-authored-by: Velcroboy <velcroboy333@hotmail.com> * Automatic changelog update * Makes secglasses roundstart (#26487) * makes secglasses roundstart * fix epic fail * fix tests questionmark? * Update Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Toilet Upgrade (needs review) (#22133) * Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix * Automatic changelog update * Uplink store interface searchable with a searchbar. (#24287) * Can now search the uplink store interface with a searchbar. * Search text updates no longer send server messages. Persists listings locally. * Formatting fixes and tidying. * Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items. * Update Content.Client/Store/Ui/StoreMenu.xaml * Review change; moved localisation helper functions to their own class. * Prevent thread-unsafe behaviour as-per review. * Remove dummy boxcontainer --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Improved RCDs (#22799) * Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks * Automatic changelog update * Update submodule to 217.2.0 (#26592) * Southern accent (#26543) * created the AccentComponent and the AccentSystem * word replacement schtuhff * made it a trait fr ongg!!1 * Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Prevent storing liquids in equipped buckets (#24412) * Block access to solutions in equipped spillables. * Stop Drink verb appearing if the solution can't be accessed. * Automatic changelog update * Fix 'Hypopen shouldn't display solution examine text' (#26453) * stealthy hypo * ExaminableSolution hand check when in covert implement. ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand. * cleaning code * more cleaning * Hidden datafield renamed to HeldOnly * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Revert Paint (#26593) * Revert "Fix build (#26258)" This reverts commit6de5fbfafb. * Revert "Spray Paint (Review Ready) (#23003)" This reverts commite4d5e7f1ae. # Conflicts: # Resources/Prototypes/Entities/Structures/Holographic/projections.yml * Fix: Prevent single-use hyposprays from getting the toggle draw verb (#26595) Prevent single-use hyposprays from getting the toggle draw verb Co-authored-by: Plykiya <plykiya@protonmail.com> * MeleeHitSoundSystem (#25005) * Began work to unscrew melee noises * finished * cleanup * cleanup * Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> * _Style * Fix merge --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Remove physics comp from VendingMachineWallmount (#25632) * Remove physics comp from VendingMachineWallmount * Fixtures removal --------- Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Remake hairflowers (#25475) * Add more lily usage (orange hairflower and flowercrown) * comit 2 * ee * more fixes * w * im stupid * bring poppy in authodrobe * weh --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Injector UI shows TransferAmount change, Spilling liquid changes Injector mode (#26596) * Injector UI shows TransferAmount change, spill changes mode * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs --------- Co-authored-by: Plykiya <plykiya@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update submodule to 217.2.1 (#26599) * disallow unanchoring or opening panels on locked emitters/APEs (#26600) * disallow unanchoring or opening panels on locked emitters/APEs * no locking open panels * oops * needback feedback * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * sanity --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Fix grave digging sound indefinitely playing if dug by aghost. (#26420) Admins bypass doafters. As such, the code that runs on doafter completion is ran before the sound is actually created. This then leads to the sound never being stopped, and as such it would infinitely play. This commit gets around the issue by manually stopping the sound should the doafter fail to start. If we could be sure that the doafter would never fail, then we could just move the call to StartDigging above starting the doafter but this is currently not possible. Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Make the buttons on the map ui not squished (#26604) Make the map ui work Co-authored-by: wrexbe <wrexbe@protonmail.com> * Combine flower crown and wreath (#26605) * Combine flower crown and wreath * huh * huuh :trollface: * Automatic changelog update * Add AP damage to throwing knives (#26380) * add * ap * no more stam dmg * Automatic changelog update * cancelable brig timers (#26557) brig timers now cancelable. also some screensystem yakshave * Fix orientation of roller skate sprites (#26627) Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Automatic changelog update * Fix GastTileOverlay sending redundant data (#26623) Fix GastTileOverlay not updating properly * Auto DeAdmin sooner (#26551) Co-authored-by: wrexbe <wrexbe@protonmail.com> * Add briefcase to curadrobe and lawdrobe, and some briefcases cleanup (#26527) * Add briefcase to curadrobe and some briefcases cleanup * also add to lawdrobe * Automatic changelog update * Fix some text overflow bugs in HUD (#26615) * Don't clip text in item status * Fix overflow in examine tooltip --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Adds two milk cartons to the BoozeOMat (#26635) * Automatic changelog update * made the hover text less vague (sorry) (#26630) * blacklisted throwing knifes from pneumatic cannon (#26628) * Fix radio jammer not blocking suit sensors. (#26632) As it turns out, they are not in fact on their own netid. They are actually just on wireless. The way I had tested my previous pr led to this mistake being made. I originally had the radio jammer block wireless as well, but decided to take out under the flase assumption that it suit sensors were actually on their own netid and did not require the ability to block all wireless packets at the last moment. * Fix dirt decals in reach not being cleanable (#26636) made all dirt decals cleanable Co-authored-by: hamurlik <renoDeath@protonmail.com> * Automatic changelog update * Replace drill_hit.ogg and drill_use.ogg with better sounds (#26622) * Replace drill_hit.ogg and drill_use.ogg with better sounds * Fix attribution source for drill_hit.ogg * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <lunarautomaton6@gmail.com> * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <lunarautomaton6@gmail.com> --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> * Gave Blast door access permissions (#26606) Added access reader to all blast doors. Added pre configured blast doors for engineering and science. * Gives all wheeled objects low friction (#26601) * gives all wheeled objects friction * adjustments to sum stuff * Automatic changelog update * Combine solution injection systems; Fix embeddable injectors (#26268) * Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Add ValueList import (#26640) * Change assault borg modules texture (#26502) * Update borg_modules.yml * Fix borg_modules.yml? * Uh --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Add Cyborg Emote Sounds (#26594) * Hal 9000's first emote * Add Chime emote & Change variation to 0.05 * Modify Buzz emote * Add Buzz-two emote * modified Horn * add ping emote * add slowclap emote * Convert slowclap.ogg to mono, reflect change in attribution.yml * fix capitalization for all chatMessages && change all catagory to category * remove all traces of slowclap.ogg * forgor one file smh * collating copywrite * spelling mistakes will be the death of me * more spelling mistakes * change yml string to list * Automatic changelog update * Coordinates Disks & Shuttle FTL Travel (#23240) * Adds the CentComm Disk and configures it to work with direct-use shuttles * Added functionality for drone shuttles (i.e. cargo shuttle) * Adds support for pods, and a disk console object for disks to be inserted into. Also sprites. * Added the disk to HoP's locker * Removed leftover logs & comments * Fix for integration test * Apply suggestions from code review (formatting & proper DataField) Co-authored-by: 0x6273 <0x40@keemail.me> * Fix integration test & changes based on code review * Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks * Check pods & non-evac shuttles for CentCom travel, even in FTL * Import * Remove CentCom travel restrictions & pod disk consoles * Major changes that changes the coordinates disk system to work with salvage expeditions * Missed CC diskcase removal * Fix build * Review suggestions and changes * Major additional changes after merge * Minor tag miss * Integration test fix * review --------- Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Add door electronics access configuration menu (#17778) * Add door electronics configuration menu * Use file-scoped namespaces Signed-off-by: c4llv07e <kseandi@gmail.com> * Open door electronics configuration menu only with network configurator Signed-off-by: c4llv07e <kseandi@gmail.com> * Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized Signed-off-by: c4llv07e <kseandi@gmail.com> * Make the access list in the id card computer a separate control Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix merge conflict Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove DoorElectronics tag Signed-off-by: c4llv07e <kseandi@gmail.com> * Integrate doors with #17927 Signed-off-by: c4llv07e <kseandi@gmail.com> * Move door electornics ui stuff to the right place Signed-off-by: c4llv07e <kseandi@gmail.com> * Some review fixes Signed-off-by: c4llv07e <kseandi@gmail.com> * More fixes Signed-off-by: c4llv07e <kseandi@gmail.com> * review fix Signed-off-by: c4llv07e <kseandi@gmail.com> * move all accesses from airlock prototypes to door electronics Signed-off-by: c4llv07e <kseandi@gmail.com> * rework door electronics config access list Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove Linq from the door electronics user interface * [WIP] Add EntityWhitelist to the activatable ui component Signed-off-by: c4llv07e <kseandi@gmail.com> * Better interaction system Signed-off-by: c4llv07e <kseandi@gmail.com> * Refactor Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix some door electronics not working without AccessReaderComponent Signed-off-by: c4llv07e <kseandi@gmail.com> * Move AccessReaderComponent update code to the AccessReaderSystem Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unnecesary newlines in the door access prototypes Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unused variables in access level control Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unnecessary method from the door electronics configuration menu Signed-off-by: c4llv07e <kseandi@gmail.com> * [WIP] change access type from string to ProtoId<AccessLevelPrototype> Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unused methods Signed-off-by: c4llv07e <kseandi@gmail.com> * Newline fix Signed-off-by: c4llv07e <kseandi@gmail.com> * Restored to a functional state Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix access configurator not working with door electronics AccessReaderComponent Signed-off-by: c4llv07e <kseandi@gmail.com> * Replace all string access fields with ProtoId Signed-off-by: c4llv07e <kseandi@gmail.com> * move access level control initialization into Populate method Signed-off-by: c4llv07e <kseandi@gmail.com> * Review --------- Signed-off-by: c4llv07e <kseandi@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * scoopable ash and foam, solution transfer prediction (#25832) * move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Replace the teleportation logic on the SCRAM implant! (#26429) * Replace the teleportation logic on the SCRAM implant! Now instead of just trying to pick a random tile in range 20 times, the scram teleportation logic now: - Gets a list of grids in range - Until a suitable tile is picked it picks a random grid - From that grid it picks a random tile. - If the tile is suitable, then it is set as the target and the user will be teleported there. - Grids and tiles are randomly picked as outlined above until a valid tile is found, or all valid grids and tiles are exhausted. - Should no suitable tile be found then they get teleported to the same position they are at. Effectively not teleporting them. * Actually make the defaults sane which I forgor in the last commit * Extract tile section to its own function. Bias selection for current grid. Use proper coords for box. * Address reviews as much as possible * Address reviews * Refactored AdvertiseComponent (#26598) * Made it better * ok * alright --------- Co-authored-by: wrexbe <wrexbe@protonmail.com> * Bartender "Essentials" (#25367) * drinks round 1 saving my progress before my hard drive explodes * test 2 please work * name fixes whoops * Update drinks.yml * various fixes am dumb * add sol dry to vends more fixes and changes, yippee! * more fixes & ingame testing shrimple tests * last fixes :trollface: should be ready for pr now * Update soda.yml sate thirst * Automatic changelog update * Add ERT Chaplain (#25956) * ERT Chaplain * Make BibleUser * It was not intended * reword my poor words * 1984 a comment that I decided was unnecessary. * Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Changes in chemicals page in guidebook (#25831) * Added pages to chemical categories The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml". * Update guides.ftl * Update chemicals.yml Changed the guide entry's ID for the medical tab from Medicine to Medicinal. Hope this works... * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml Co-authored-by: exincore <me@exin.xyz> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml Co-authored-by: exincore <me@exin.xyz> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml Co-authored-by: exincore <me@exin.xyz> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml Co-authored-by: exincore <me@exin.xyz> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml Co-authored-by: exincore <me@exin.xyz> * Fixed a few errors and stuff! A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore. If there's more problems, please do tell so I can fix it! * Update settings.json * Fix? --------- Co-authored-by: exincore <me@exin.xyz> * Automatic changelog update * Anomalies behaviours (#24683) * Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Fix clipping/overlap in lathe machine UIs (#26646) * Add scrollbars to lathe material list when necessary * Fix bug where shrinking window would cause elements to overlap --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Added chat window transparency slider to options (#24990) * Adds a new slider to the misc tab in options that lets the player set chat window transparency * Tweaked variable names * Fixed order to match UI * Renamed set chat window transparency function * Changed and refactored to opacity instead of transparency * Remove unnecessary int to float conversions Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points. * Round the value to two decimal points * Remove rounding for now * Rename * Unhardcode chat color by moving to stylesheet * Fix indent * Make opacity slider only change opacity --------- Co-authored-by: Your Name <you@example.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Automatic changelog update * Infinity books (#25840) * setup text data * roundstart reshuffling keywords with gibberish words * saved data categorized * add book with hints * start redrawing books * +4 book design * +books +random visual upgrade * finish first file * finish lore file * finish with books.rsi now authorbooks.rsi... * aurora! and some fix * nuke author books * speelbuke update * finish respriting work * fix scientist guide visual * setup datasets * setup stupid funny random story * restore author books, upgrade hint generation * add variety to story generator * add learning system * minor textgen edit * file restruct, hint count variation * more restruct * more renaming add basis learning system logic. Spears locked for special book for test. * nuke all systems, for splitting PR gods * typo fix * update migration with deleted books * add random story books to maint * Update construction-system.ftl * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> * typo fix * interchangeably * final * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com> * "." * Update Content.Server/Paper/PaperRandomStorySystem.cs Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com> * Ubazer fix * inadequate * localized * Update meta.json * fuck merge conflicts * fix jani book --------- Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com> * Automatic changelog update * Resprite ambuzol plus pills (#26651) * Automatic changelog update * Fixed air injector visuals (#26654) * Make cyborgs hands explosion proof. (#26515) * Make the advanced treatment modules beakers explosion-proof. * undo changes * Epic rename fail * Explosion recursion data field * Logic for data field * Automatic changelog update * Automatic changelog update * Make typing indicator shaded (#26678) * Automatic changelog update * Validate wire layout prototypes and remove invalid WiresComponents (#26682) Validate wire layout prototypes; delete invalid wirescomponents. * Increase time inbetween anomaly pulses (#26677) nerf anomaly pulse delays * Automatic changelog update * Fix for items dropped being rotated to world north (#26662) * Fix rotation of dropped items * combined world position rotation function for dumpable * scuffed implementation? * less scuffed? * even less scuffed... I guess * capital D --------- Co-authored-by: Plykiya <plykiya@protonmail.com> * Automatic changelog update * fix typo --------- Signed-off-by: c4llv07e <kseandi@gmail.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: Plykiya <plykiya@protonmail.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: Wrexbe (Josh) <81056464+wrexbe@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: brainfood1183 <113240905+brainfood1183@users.noreply.github.com> Co-authored-by: J. 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323 lines
11 KiB
C#
323 lines
11 KiB
C#
using System.Numerics;
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using Content.Shared.Anomaly.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// This is used for tracking the general behavior of anomalies.
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/// This doesn't contain the specific implementations for what
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/// they do, just the generic behaviors associated with them.
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///
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/// Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedAnomalySystem))]
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public sealed partial class AnomalyComponent : Component
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{
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/// <summary>
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/// How likely an anomaly is to grow more dangerous. Moves both up and down.
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/// Ranges from 0 to 1.
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/// Values less than 0.5 indicate stability, whereas values greater
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/// than 0.5 indicate instability, which causes increases in severity.
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/// </summary>
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/// <remarks>
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/// Note that this doesn't refer to stability as a percentage: This is an arbitrary
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/// value that only matters in relation to the <see cref="GrowthThreshold"/> and <see cref="DecayThreshold"/>
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Stability = 0f;
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/// <summary>
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/// How severe the effects of an anomaly are. Moves only upwards.
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/// Ranges from 0 to 1.
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/// A value of 0 indicates effects of extrememly minimal severity, whereas greater
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/// values indicate effects of linearly increasing severity.
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/// </summary>
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/// <remarks>
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/// Wacky-Stability scale lives on in my heart. - emo
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Severity = 0f;
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#region Health
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/// <summary>
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/// The internal "health" of an anomaly.
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/// Ranges from 0 to 1.
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/// When the health of an anomaly reaches 0, it is destroyed without ever
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/// reaching a supercritical point.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Health = 1f;
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes too unstable to support itself and starts decreasing in <see cref="Health"/>.
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/// </summary>
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[DataField("decayhreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float DecayThreshold = 0.15f;
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/// <summary>
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/// The amount of health lost when the stability is below the <see cref="DecayThreshold"/>
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/// </summary>
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[DataField("healthChangePerSecond"), ViewVariables(VVAccess.ReadWrite)]
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public float HealthChangePerSecond = -0.01f;
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#endregion
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#region Growth
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes unstable and starts increasing in <see cref="Severity"/>.
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/// </summary>
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[DataField("growthThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float GrowthThreshold = 0.5f;
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/// <summary>
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/// A coefficient used for calculating the increase in severity when above the GrowthThreshold
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/// </summary>
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[DataField("severityGrowthCoefficient"), ViewVariables(VVAccess.ReadWrite)]
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public float SeverityGrowthCoefficient = 0.07f;
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#endregion
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#region Pulse
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/// <summary>
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/// The time at which the next artifact pulse will occur.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextPulseTime = TimeSpan.Zero;
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/// <summary>
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/// The minimum interval between pulses.
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/// </summary>
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[DataField]
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public TimeSpan MinPulseLength = TimeSpan.FromMinutes(2);
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/// <summary>
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/// The maximum interval between pulses.
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/// </summary>
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[DataField]
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public TimeSpan MaxPulseLength = TimeSpan.FromMinutes(4);
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/// <summary>
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/// A percentage by which the length of a pulse might vary.
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/// </summary>
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[DataField]
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public float PulseVariation = 0.1f;
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/// <summary>
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/// The range that an anomaly's stability can vary each pulse. Scales with severity.
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/// </summary>
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/// <remarks>
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/// This is more likely to trend upwards than donwards, because that's funny
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/// </remarks>
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[DataField]
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public Vector2 PulseStabilityVariation = new(-0.1f, 0.15f);
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/// <summary>
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/// The sound played when an anomaly pulses
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/// </summary>
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[DataField]
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public SoundSpecifier? PulseSound = new SoundCollectionSpecifier("RadiationPulse");
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/// <summary>
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/// The sound plays when an anomaly goes supercritical
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/// </summary>
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[DataField]
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public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("Explosion");
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#endregion
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/// <summary>
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/// The range of initial values for stability
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/// </summary>
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/// <remarks>
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/// +/- 0.2 from perfect stability (0.5)
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/// </remarks>
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[DataField]
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public (float, float) InitialStabilityRange = (0.4f, 0.6f);
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/// <summary>
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/// The range of initial values for severity
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/// </summary>
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/// <remarks>
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/// Between 0 and 0.5, which should be all mild effects
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/// </remarks>
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[DataField]
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public (float, float) InitialSeverityRange = (0.1f, 0.5f);
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/// <summary>
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/// The particle type that increases the severity of the anomaly.
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/// </summary>
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[DataField]
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public AnomalousParticleType SeverityParticleType;
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/// <summary>
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/// The particle type that destabilizes the anomaly.
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/// </summary>
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[DataField]
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public AnomalousParticleType DestabilizingParticleType;
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/// <summary>
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/// The particle type that weakens the anomalys health.
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/// </summary>
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[DataField]
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public AnomalousParticleType WeakeningParticleType;
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/// <summary>
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/// The particle type that change anomaly behaviour.
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/// </summary>
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[DataField]
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public AnomalousParticleType TransformationParticleType;
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#region Points and Vessels
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/// <summary>
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/// The vessel that the anomaly is connceted to. Stored so that multiple
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/// vessels cannot connect to the same anomaly.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? ConnectedVessel;
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/// <summary>
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/// The minimum amount of research points generated per second
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/// </summary>
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[DataField("minPointsPerSecond")]
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public int MinPointsPerSecond = 10;
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/// <summary>
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/// The maximum amount of research points generated per second
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/// This doesn't include the point bonus for being unstable.
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/// </summary>
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[DataField("maxPointsPerSecond")]
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public int MaxPointsPerSecond = 70;
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/// <summary>
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/// The multiplier applied to the point value for the
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/// anomaly being above the <see cref="GrowthThreshold"/>
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/// </summary>
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[DataField("growingPointMultiplier")]
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public float GrowingPointMultiplier = 1.5f;
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#endregion
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/// <summary>
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/// The amount of damage dealt when either a player touches the anomaly
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/// directly or by hitting the anomaly.
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/// </summary>
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[DataField(required: true)]
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public DamageSpecifier AnomalyContactDamage = default!;
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/// <summary>
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/// The sound effect played when a player
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/// burns themselves on an anomaly via contact.
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/// </summary>
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[DataField]
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public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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/// <summary>
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/// A prototype entity that appears when an anomaly supercrit collapse.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? CorePrototype;
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/// <summary>
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/// A prototype entity that appears when an anomaly decays.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? CoreInertPrototype;
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#region Behavior Deviations
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[DataField]
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public ProtoId<AnomalyBehaviorPrototype>? CurrentBehavior;
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/// <summary>
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/// Presumption of anomaly to change behavior. The higher the number, the higher the chance that the anomaly will change its behavior.
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/// </summary>
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[DataField]
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public float Continuity = 0f;
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/// <summary>
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/// Minimum contituty probability chance, that can be selected by anomaly on MapInit
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/// </summary>
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[DataField]
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public float MinContituty = 0.1f;
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/// <summary>
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/// Maximum contituty probability chance, that can be selected by anomaly on MapInit
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/// </summary>
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[DataField]
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public float MaxContituty = 1.0f;
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#endregion
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#region Floating Animation
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/// <summary>
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/// How long it takes to go from the bottom of the animation to the top.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationTime")]
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public float AnimationTime = 2f;
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("offset")]
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public Vector2 FloatingOffset = new(0, 0.15f);
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public readonly string AnimationKey = "anomalyfloat";
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#endregion
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}
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/// <summary>
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/// Event raised at regular intervals on an anomaly to do whatever its effect is.
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/// </summary>
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/// <param name="Anomaly">The anomaly pulsing</param>
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/// <param name="Stability"></param>
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/// <param name="Severity"></param>
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[ByRefEvent]
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public readonly record struct AnomalyPulseEvent(EntityUid Anomaly, float Stability, float Severity, float PowerModifier);
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/// <summary>
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/// Event raised on an anomaly when it reaches a supercritical point.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalySupercriticalEvent(EntityUid Anomaly, float PowerModifier);
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/// <summary>
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/// Event broadcast after an anomaly goes supercritical
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/// </summary>
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/// <param name="Anomaly">The anomaly being shut down.</param>
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/// <param name="Supercritical">Whether or not the anomaly shut down passively or via a supercritical event.</param>
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[ByRefEvent]
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public readonly record struct AnomalyShutdownEvent(EntityUid Anomaly, bool Supercritical);
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/// <summary>
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/// Event broadcast when an anomaly's severity is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalySeverityChangedEvent(EntityUid Anomaly, float Stability, float Severity);
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/// <summary>
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/// Event broadcast when an anomaly's stability is changed.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalyStabilityChangedEvent(EntityUid Anomaly, float Stability, float Severity);
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/// <summary>
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/// Event broadcast when an anomaly's health is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalyHealthChangedEvent(EntityUid Anomaly, float Health);
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/// <summary>
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/// Event broadcast when an anomaly's behavior is changed.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalyBehaviorChangedEvent(EntityUid Anomaly, ProtoId<AnomalyBehaviorPrototype>? Old, ProtoId<AnomalyBehaviorPrototype>? New);
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