* Disease system first pass
* Renamed HealthChange
* First working version of diseases (wtf???)
* Fix the cursed yaml initialization
* Pop-Up effect
* Generic status effect
* Create copy of prototype
* CureDiseaseEffect
* Disease resistance
* Spaceacillin
* Nerf spaceacillin now that we know it works
* Sneezing, Coughing, Snoughing
* Fix queuing, prevent future issues
* Disease protection
* Disease outbreak event
* Disease Reagent Cure
* Chem cause disease effect
* Disease artifacts
* Try infect when interacting with diseased
* Diseases don't have to be infectious
* Talking without a mask does a snough
* Temperature cure
* Bedrest
* DiseaseAdjustReagent
* Tweak how disease statuses work to be a bit less shit
* A few more diseases
* Natural immunity (can't get the same disease twice)
* Polished up some diseases, touched up spaceacillin production
* Rebalanced transmission
* Edit a few diseases, make disease cures support a minimum value
* Nitrile gloves, more disease protection sources
* Health scanner shows diseased status
* Clean up disease system
* Traitor item
* Mouth swabs
* Disease diagnoser machine
* Support for clean samples
* Vaccines + fixes
* Pass on disease resistant clothes
* More work on non-infectious diseases & vaccines
* Handle dead bodies
* Added the relatively CBT visualizer
* Pass over diseases and their populators
* Comment stuff
* Readability cleanup
* Add printing sound to diagnoser, fix printing bug
* vaccinator sound, seal up some classes
* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)
* Mirror review
* More review stuff
* More mirror review stuff
* Refactor snoughing
* Redid report creator
* Fix snough messages, new vaccinator sound
* Mirror review naming
* Woops, forgot the artifact
* Add recipes and fills
* Rebalance space cold and robovirus
* Give lizarb disease interaction stuff
* Tweak some stuff and move things around
* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)
* Remove unused reagent
* Implement Intrinsic UIs, allowing the admin ghost to double as a computer.
* ignore moment
* remove debug statement, sort the actions.
* ffs
* didn't ever use this and don't need to, removed.
* rm dead code
* lil bit of commenting.
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* fix networking
* Allow action locking
* prevent telepathy
* Implements bureaucratic error and random sentience.
* Adds the Vent Critters event.
* bug moment
* forgot ignores.
* undo something i included in the PR by mistake.
* address review
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* Enable lighting of Cigars with IsHotEvent
Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true
This should mean that cigs/Cigars should light on anything hot
* Revert "Enable lighting of Cigars with IsHotEvent"
This reverts commit db896e1f80940892a87d34aa7182b9c605fa53bc.
* Add the ability to kick your way out of welded or locked closets
Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever
Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it.
* Changes based on review
minor formatting changes
make components passed into AttemptResist nullable and resolve them inside of the function
Remove incorrectly named .ftl file
* Changes based on review
Ditched async DoAfter
Used PopupSystem over User.PopupMessage
Added Cancel token to ResistLockerComponent
Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container
* I am in formatting hell, apparently
* Changes based on review
Added TryComp for the EntityStorageComponent instead of the event passed one
* Changes based on review
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Formatting changes based on review
* Shuffle functions around in LockSystem to properly trigger visualizer
Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks
* Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Check if the player is inside THE container not A container
me no read good
* ok ok I give my code is bad
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* some work
* equip: done
unequip: todo
* unequipping done & refactored events
* workin
* movin
* reee namespaces
* stun
* mobstate
* fixes
* some work on events
* removes serverside itemcomp & misc fixes
* work
* smol merge fix
* ports template to prototype & finishes ui
* moves relay & adds containerenumerator
* actions & cuffs
* my god what is actioncode
* more fixes
* im loosing my grasp on reality
* more fixes
* more work
* explosions
* yes
* more work
* more fixes
* merge master & misc fixed because i forgot to commit before merging master
* more fixes
* fixes
* moar
* more work
* moar fixes
* suffixmap
* more work on client
* motivation low
* no. no containers
* mirroring client to server
* fixes
* move serverinvcomp
* serverinventorycomponent is dead
* gaming
* only strippable & ai left...
* only ai and richtext left
* fixes ai
* fixes
* fixes sprite layers
* more fixes
* resolves optional
* yes
* stable™️
* fixes
* moar fixes
* moar
* fix some tests
* lmao
* no comment
* good to merge™️
* fixes build but for real
* adresses some reviews
* adresses some more reviews
* nullables, yo
* fixes lobbyscreen
* timid refactor to differentiate actor & target
* adresses more reviews
* more
* my god what a mess
* removed the rest of duplicates
* removed duplicate slotflags and renamed shoes to feet
* removes another unused one
* yes
* fixes lobby & makes tryunequip return unequipped item
* fixes
* some funny renames
* fixes
* misc improvements to attemptevents
* fixes
* merge fixes
Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>