Commit Graph

190 Commits

Author SHA1 Message Date
Fildrance
d38042a0c0 3mo xeno archeology (first phase) (#33370)
* 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>
2025-04-15 10:34:53 +10:00
Emisse
afdba66246 update man-o-war shuttle (#36139) 2025-03-29 01:18:33 -06:00
Emisse
2f7ec5c020 update emergency_meta (#36138) 2025-03-29 01:18:22 -06:00
ArtisticRoomba
b9b48ec918 update man-o-war shuttle 2025-03-28 20:20:50 -07:00
ArtisticRoomba
16c426904e update emergency_meta 2025-03-28 20:10:37 -07:00
ArtisticRoomba
9617553f50 update emergency_courser 2025-03-28 20:04:09 -07:00
Vortebo
4f1b8ea65d small touchups 2025-03-23 17:53:04 -05:00
Vortebo
b566eef796 pickup truck and beds 2025-03-23 16:56:30 -05:00
Vortebo
113e335ca8 Merge remote-tracking branch 'upstream/master' into relic-improvements
need to merge
2025-03-22 15:08:21 -05:00
Vortebo
923f147d9d working, authentic emergency shuttle (no gamekit) 2025-03-22 12:16:57 -05:00
claustro305
65f393bb14 Fixed Wizard Thrust (#35948)
fixed wizard thruster
2025-03-20 12:54:59 +01:00
Vortebo
008e51a5f2 more accurate emergency shuttle 2025-03-09 16:40:48 -05:00
War Pigeon
fdb3082b90 Add firelocks and locked external airlocks to ATS (#35516)
* Add firelocks and locked airlocks to ATS

* Add fire alarms
2025-03-06 11:58:44 -07:00
keronshb
68de58eb66 THE WIZARD (#35406)
* 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>
2025-02-25 22:34:07 -07:00
Vortebo
52df2dbe15 Custom arrivals shuttle for Relic (#35194)
* 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
2025-02-24 14:35:41 -07:00
ElectroJr
e3a636a98e fix relic 2025-02-16 17:16:57 +13:00
Deerstop
2e2a3a9cb1 Elkridge Tweaks 2 (#34757)
* 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
2025-02-09 18:07:10 -07:00
Vortebo
3ab1db99c1 Relic station (#34988)
* 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.
2025-02-09 16:24:13 -07:00
ArtisticRoomba
a7690843dc Add screens to oasis evac shuttle (#34995)
add screens to oasis evac
2025-02-09 00:44:53 -07:00
ScarKy0
f6c0e6d3d2 Wizard shuttle preperation (#34932)
FIREBALL MOTHERF-
2025-02-08 16:37:46 +01:00
Dinner
d9d451d3d8 Fix Oasis evac timer (#34849)
fix oasis evac timer
2025-02-04 15:57:13 -07:00
compilatron
26cff2c980 Plasma evac shuttle timer fix (#34847)
Update emergency_plasma.yml

Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com>
2025-02-04 15:56:57 -07:00
compilatron
8ba419320f Plasma station patch 1 (#34602)
* 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>
2025-01-27 00:07:44 -07:00
Leon Friedrich
ef50219455 Fix emergency_elkridge being saved as a map (#34496)
Save `emergency_elkridge` as a grid
2025-01-20 10:59:42 +11:00
compilatron
d0b2e46c7c Plasma Station (#33991)
* 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>
2025-01-16 00:02:14 -07:00
Deerstop
d0a2d7b232 Elkridge Depot Fixes Again (#34461)
fixes evac shuttle, fix north solars, fix vents and scrubbers
2025-01-15 21:48:54 -07:00
Deerstop
03b34f06cc Elkridge Depot (The station formerly known as Cell) (#34085)
* 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
2025-01-03 12:32:46 -07:00
Southbridge
a033abbfbe Amber Station and Science Spawner Tweaks (#34187)
* 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
2025-01-03 02:31:58 -07:00
Spanky
2e888c2fe9 Packed Update (Remove Christmas & New Evac) (#34168)
* Packed update (remove christmas, new shuttle)

* Fix invalid

* the voices
2025-01-01 16:50:35 -07:00
Southbridge
4b34dd672e Amber Station - Fixed evac shuttle screens (#34071)
Added Devicenetwork component to ensure the screens work
2024-12-25 19:43:53 -07:00
War Pigeon
4064d554d6 Link Core cargo shuttle atmos devices (#34061)
* Link Core cargo shuttle atmos devices

* Remove configurator lines

This matches what the DeviceNetworks in core.yml look like now. Hopefully it works?
2024-12-24 23:21:39 -07:00
IProduceWidgets
864c2257b0 add man-o-war shuttle (#32105)
manowar
2024-12-20 14:36:23 +03:00
Southbridge
943be3e75c Amber Statio - Localized Holopads and Balance Updates (#33948)
* 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
2024-12-18 17:52:46 -07:00
Spanky
8f36d7d1c8 Reach/Cargo Update (Holopads & Atmos) (#33943)
* Reach/Cargo Update

Adds holopads and new atmos tech to Reach, and replaces cargo shuttle/ATS holopads with localized versions.

* Fix Invalid

invalidinvalidinvalidinvalidinvalidinvalid
2024-12-18 16:29:21 -07:00
Spanky
50fddd0804 Cargo Shuttle/ATS Update (#33927)
Update Cargo Shuttle/ATS

Adds holopads to the cargo shuttle and ATS. Also replaces the blast door buttons on the cargo shuttle with locked variants.
2024-12-18 01:37:56 -07:00
Southbridge
122e307694 Amber Station - Added Holopads, Atmos Monitoring, and Advanced SMESes (#33923)
* 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
2024-12-17 21:44:29 -07:00
Southbridge
73d5129644 Amber Station - Playtest Fixes (#33773)
* Fixed various issued identified during playtests.

* Fixed a firelock stuck closed

* Added more cameras and moved others

* Fixed an issue with disposals
2024-12-07 23:31:51 -07:00
Emisse
7f5c3cf751 infiltrator update (#33759) 2024-12-07 01:36:03 -07:00
Southbridge
623a35b3fe Amber Station - Added Evac Shuttle (#33743)
* Added evac shuttle and fixed various issues brought up during playtests

* Updated Amber with playtest feedback, removed waste loop and firelocks from evac shuttle
2024-12-06 01:39:25 -07:00
IProduceWidgets
fab9993a3b babyproof arrivals shuttle (#33284)
* babyproof arrivals shuttle

* always powered lights

* uncuttable cables from terminal PR.

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2024-11-23 16:14:13 +01:00
PopGamer46
d13765fa5c Fixes Lambordeere bolt buttons not being connected (#33065)
* fix

* oops, used savemap instead of savegrid
2024-11-07 15:02:24 -07:00
lzk
b999752e88 Update omega evac (#32748)
- rename to evac omega
- add screens
2024-10-12 13:03:55 -06:00
IProduceWidgets
5e162e776d Add the Syndicate Instigator Shuttle (#32083)
* Instigator

* sustenance
2024-09-22 17:27:48 -07:00
spanky-spanky
fba67979c8 Modifications to bring Omega up to date. (#32317) 2024-09-19 22:07:49 -06:00
LankLTE
94141c3cf2 Revert Unknown Shuttle Antagonists (#32052)
* Delete antagonist shuttles.

* Remove neutral shuttles.
2024-09-10 17:26:58 -06:00
IProduceWidgets
62f268cbb0 Impliment visitor ID, reorganize shuttle event and ghost role yml, standardize many visitor roles, add more unknown shuttles. (#28098)
* 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>
2024-09-10 00:40:00 -06:00
Emisse
d57faf53a5 Lost evac pod thing tiny fan (#31915)
* disaster evacpod tinyfan

* real
2024-09-07 03:17:27 -06:00
ScarKy0
ecc38ad782 Fixed AI Actions (#31823)
* Updated sprites for AI HUD

* Epic test fail

* Merged AGhost actions and AI actions together again.

* Seperate comms and bugfix. Fixed broadcast.
2024-09-05 22:49:20 +10:00
Emisse
62903772b6 lox update (#31784)
bingus
2024-09-03 03:50:59 -06:00
Emisse
ee5ebef2a0 ats update (#31766)
* ats update

* fix pipenet
2024-09-02 18:12:30 -06:00