* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adds Survivor Antag
* Adds Survivor Role
* Adds Survivor Rule ECS, adds a survivor role event, adds make antagonist to random global spawn spell
* Moves Survivor Ensurecomp to event handler. Makes Add Survivor Role a broadcast. Adds Survivor Component. Removes redundant briefing.
* Adds Survivor Antagonist role type for admins to keep track of this easier, adds it to Survivor.
* Adds access to survivor game rule system
* Adds Survivor Rule
* Adds end of round survivor text
* Adds end of round reporting logic. Adds logic to start the survivor rule.
* Changes desc from centcomm to shuttle
* survivor (S)
* Checks if they're alive on the shuttle instead of centcomm.
* ftl text selection based on number of survivors.
* Removed Survivor Antagonist, replaced it with Free Agent.
* Adds InvalidForGlobalSpawnSpell tag, checks for it on spawnspell, and adds it to a zombified person.
* Changes logic so we launch the game rule if it hasnt launched yet. Moves rule logic starting to server. Moved survivor rule logic out of event and into Start method.
* Fixes invalid entity issue
* Descs for Survivor Rule and Survivor comps
* Moves Survivor Rule to its own yml
* Checks for dead survivors, changes survivor checks for mind. Adds survivor comp to mind to fix any mindswap issues. Same for invalid survivor tag
* Changes shuttle xform call to just mapid
* Protoid fix
* THE WIZARD
* Wizard spawner
* adds the correct state
* Wizard preset and weight
* Fixes wizard rule
* Weight back to 100%
* Adds Random Metadata
* Wizard locs
* Puts requirements in the right place
* Adds wiz ghost spawner and mob
* wizard spawnpoint fix + shuttle mapping
* wizard loadout + fix wizard spawning + wizard random name
* comment
* Adds Wizard testing
* FIXES SHUTTLE ISSUE BASED REI
* THE WIZARD LOBBY SONG. Special thanks to song creator Chris Remo for allowing us to use this.
* Free Objective ECS + Base Free Objective
* Space Wizard Federation for Wiz Obj issuer.
* Wizard Objectives
* Moves wizard shuttle to base wizard rule. Gives Wizard their objectives. Removes WizardRule
* Renames midround to subgamemodes. Adds wizard sub game mode.
* Adds SubWizard to SubGameModesRule. Adds a SubGameMode with no wizard. Adds No SubGamemodeRule for Wizard preset
* Wizard midround event
* Fixes wizard midround
* Wizard Guidebook
* Removes todo
* Fixes text
* Removes wizard rule ECS, not needed
* Wizard jetpack
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Custom arrivals shuttle for Relic.
* Added shuttle APU
* Saved it as a grid the way I now see the mapping guide said I was supposed to do it
* Relic arrivals hallway more historically accurate.
* Removed invalid configurator
* bigger TEG, moved EVA, moved engi and med substations, maints loot, increased pop to 15-45
* tweaked some job numbers around for higher pop
* holy shit i forgot the o2 and n2 miners
* fixed unwired substation
* made the TEG worse >:)
* added southbridge's pride-o-mat cos i kept forgetting
* fixed evac timer display, resolves#34850
* removed pridevend for testing
* nvm it was the shuttle, not the pridevend, oops
* General structure mostly complete.
* I thiiiiiink I am done with air alarms. And pipes. Maybe.
* Decals, shuttle, rust.
* Small fixes.
* Shuttle more or less where I want it.
* Security is prettier, spawns are more fun.
* Shuttle done. Almost done with one checklist.
* Map renders now.
* Checklists done.
* Adjusted min player count.
* Should pass the Build & Test Debug check now.
* Plasma Station initial commit
* Map fixes 1
Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge
* Add cargo and emergency shuttle
* Updated maps
* Add plasma to map testing list
* Map fixes 2
Reworked pipenets to not go under walls
Redid salvage and disposals
Reworked the bar to include a new bar extension facing the pool
Replaced arrivals cryo with an arcade
Replaced the toilets in the service plaza with cryo
Removed the cryo in dorms
Added more details to hallways
Redid tools room to include a front desk for the janitor closet
Reconnected sci to power roundstart
Removed some unideal spawns
Expanded the TEG airlock to be 2x3 instead of 1x3
Reduced the size of the SMES bank from 10 to 6
Disabled the plasma miners (downstreams or admins can re-enable them)
Replaced illegal maint items
* Fixes a 6 pack destroying the universe
Ok maybe cracking a cold one with the boys wasn't a great idea.
* Map fixes 3
* Quick research assistant fix
* Map fixes 4
* Map fixes 5
* webedit go brrrt
* Map fixes 6
* Map fixes 7
* Map fixes 8
* Fixes non-existent object
It's amazing this game runs at all
* Map fixes 9
* update pools
* Map fixes 10
* forgot to clear my multitool
I love mapping I love mapping I love mapping I love mapping I love mapping
* Tweaked player counts
* Update population caps
Removed population cap of 60 players to make plasma into a highpop map - it's that easy!
* Map fixes 11
* Map fixes 12
* Map fixes 13
* Map fixes 14
Now it's personal
* Map fixes 15
---------
Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com>
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* Plasma Station initial commit
* Map fixes 1
Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge
* Add cargo and emergency shuttle
* Updated maps
* Add plasma to map testing list
* Map fixes 2
Reworked pipenets to not go under walls
Redid salvage and disposals
Reworked the bar to include a new bar extension facing the pool
Replaced arrivals cryo with an arcade
Replaced the toilets in the service plaza with cryo
Removed the cryo in dorms
Added more details to hallways
Redid tools room to include a front desk for the janitor closet
Reconnected sci to power roundstart
Removed some unideal spawns
Expanded the TEG airlock to be 2x3 instead of 1x3
Reduced the size of the SMES bank from 10 to 6
Disabled the plasma miners (downstreams or admins can re-enable them)
Replaced illegal maint items
* Fixes a 6 pack destroying the universe
Ok maybe cracking a cold one with the boys wasn't a great idea.
* Map fixes 3
* Quick research assistant fix
* Map fixes 4
* Map fixes 5
* webedit go brrrt
* Map fixes 6
* Map fixes 7
* Map fixes 8
* Fixes non-existent object
It's amazing this game runs at all
* Map fixes 9
* update pools
* Map fixes 10
* forgot to clear my multitool
I love mapping I love mapping I love mapping I love mapping I love mapping
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* named apcs, doors, air alarms, cameras, fire alarms, substations, SMESs
* updated PostMapInitTest.cs to include Cell
* added psychologist spawn
* fixed scanner console link, fixed disposals conveyors, and more
* added janitor service lights, maints firelocks, and more
* added more fun maint rooms
* improved head offices, kitchen, psych. added maints between science and arrivals
* fixed spawners placed over solid objects
* added unique evac shuttle, the Cilium
* evac shuttle is now orientated correctly
* added unique cargo shuttle
* updated kitchen area
* renamed Cell Station to Elkridge Depot, removed most main hall airlocks for smoother travel
* general last-minute touch-ups around the bridge and sec
* changed station name in PostMapInitTest.cs
* Modified science spawners a bit since I realized including maints loot was undesireable
* Linked Medical doors to buttons, redesigned the floor of the dining area a bit, placed more science spawners
* Somehow I overlooked that I was importing the maints loot table instead of the sci loot table
* Gave sci an EOD closet
* named the evac shuttle
* Link Core cargo shuttle atmos devices
* Remove configurator lines
This matches what the DeviceNetworks in core.yml look like now. Hopefully it works?
* Added loc versions of holopads to Amber, and made some adjustments given Acorn's feedback
* fixed the name of the gameroom
* Fixed it in the map file
* Reach/Cargo Update
Adds holopads and new atmos tech to Reach, and replaces cargo shuttle/ATS holopads with localized versions.
* Fix Invalid
invalidinvalidinvalidinvalidinvalidinvalid
* Added holopads and atmos network monitoring.
* Added the advanced SMESes to the station and evac shuttle
* Removed an accidentally mapped vox air alarm
* Fixed invalids in the escape shuttle
* Fixed various issued identified during playtests.
* Fixed a firelock stuck closed
* Added more cameras and moved others
* Fixed an issue with disposals
* Added evac shuttle and fixed various issues brought up during playtests
* Updated Amber with playtest feedback, removed waste loop and firelocks from evac shuttle
* Add Protagonists
* Give visitors the right PDA at least, we need that RP value.
* tidy up
* spell check my beloved
* Everything about jobs have the same id names ahhhh!
* s
* rarity scarity.
* Update Resources/Locale/en-US/ghost/roles/ghost-role-component.ftl
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* cargo event now no has cargo access doors.
* break everything.
* still WIP, please excuse.
* finish all role loadouts
* extra roles, fix up grids, special pdas.
* Ghost role descriptions and mime powers
* rest of the fucking owl
* I tripped.
* I also fell.
* Fix the broken entity storage?
* hide mess under rug
* Stuff the rest of the mess into a closet.
* I forgor a spinny majig.
* a small lighting tweak.
* 1984 shuttles to new pr.
* 1984 shuttles to new pr 2 electric boogaloo
* poke the tests
* Revert "1984 shuttles to new pr 2 electric boogaloo"
This reverts commit b2ea7053b73cb17b59f8a80b23978a04a6a45a56.
* cowboy boot cleanup
* tableify
* antagimmunities
* Should be functional.
* vox safing
* un1984 clowns I guess
* oops forgor one
* misplaced file
* misplaced file v2
* weird test fail but okay
* Shuttles rarer
* Shuttle testing, fans, and power sanity. Also return of the syndie evac.
* le balance
* no write over fancy paper
* rerun tests
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>