* Initial commit
* Fixing merge conflict
* Merge conflict fixed
* Anchorable entities can now be marked as 'unanchorable'
* Revert "Anchorable entities can now be marked as 'unanchorable'"
This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5
This functionality will be made into a separate PR
* Error sprite
* Update AI core appearance with sustained damage, spawn scrap on destroyed
* Added intellicard sprite
* AI damage overlays
* Added fixtures
* AI core accent changes when damaged or low on power
* Bug fix and pop up messages for inserting AIs into inoperable cores
* Updated 'dead' sprite
* Destroying the AI core reduces the number of AI job slots available
* AI battery duration set to 10 minutes
* Initial commit
* Allow MMIs used in the construction of AI cores to take them over
* Initial resources commit
* Initial code commit
* Sprite update
* Bug fixes and updates
* Basic console UI
* Code refactor
* Added lock screen
* Added all outstanding UI features
* Added purge sprites
* Better appearance handling
* Fixed issue with purge sprite
* Finalized UI design
* Major components finalized
* Bit of clean up
* Removed some code that was used for testing
* Tweaked some text
* Removed extra space
* Added the circuitboard to the RD's locker
* Addressed reviewer comments plus tweaks
* Addressed reviewer comments plus tweaks
* Removed instances of granular damage
* Various improvements
* Removed testing code
* Fixed issue with disabled buttons
* Finalized code
* Addressed review comments
* Added a spare Station AI core electronics to the research director's locker
* Fixing build failure
* Addressed review comments
* Addressed review comments
* Added reverse path for construction graph
* Removed unneeded reference
* Parts can be purchased through cargo
* Fixing merge conflict
* Merge conflict resolved
* Fixing merge conflict
* Code update
* Code updates
* Increased AI core health and gave it a sell price to fix test fail
* Added screen static sprite
* Added better support for ghosted AI players plus code tweaks
* Various improvements and clean up
* Increased purge duration to 60 seconds
* Fixed needless complication
* Addressed reviewer comments part 1
* Addressed reviewer comments part 2
* Further fixes
* Trying lower battery values to see if it fixes the test fail
* Adjusted power values again
* Addressed review comments
* Addressed review comments
* Fixed test fail
* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.
* Added pop up text
* Bug fix
* Tweaks and fixes
* Fixed restoration console not updating when the AI finishes rebooting
* Update SharedStationAiSystem.Held.cs
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
* Meteors that leave behind asteroid ore
* bigger offset
* Bit more generic
* Better defaults
* hrm?
* I HATE CUSTOM SERIALIZERS
* More comments
* renamed a variable
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Co-authored-by: plykiya <plykiya@protonmail.com>
* move MinMax to shared
* cleanup MinMax
* move other ticking components to shared just because
* remove unused prototype file
* update everything to use shared components
* test
* test 2
* test 3
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Cryogenic sleep units
* pause map support
* no more body deletion
* Cryogenic Storage Units
* boowomp
* no more emag, no more dropping present people
* Extended access system
Allows jobs to specify "extended" access levels, which will be granted if the round-start crew count is below a certain threshold.
* Extended accesses for jobs
* Spook
* Partial work on StationSystem refactor.
* WIP station jobs API.
* forgor to fire off grid events.
* Partial implementation of StationSpawningSystem
* whoops infinite loop.
* Spawners should work now.
* it compiles.
* tfw
* Vestigial code cleanup.
* fix station deletion.
* attempt to make tests go brr
* add latejoin spawnpoints to test maps.
* make sure the station still exists while destructing spawners.
* forgot an exists check.
* destruction order check.
* hopefully fix final test.
* fail-safe radstorm.
* Deep-clean job code further. This is bugged!!!!!
* Fix job bug. (init order moment)
* whooo cleanup
* New job selection algorithm that tries to distribute fairly across stations.
* small nitpicks
* Give the heads their weights to replace the head field.
* make overflow assign take a station list.
* moment
* Fixes and test #1 of many.
* please fix nullspace
* AssignJobs should no longer even consider showing up on a trace.
* add comment.
* Introduce station configs, praying i didn't miss something.
* in one small change stations are now fully serializable.
* Further doc comments.
* whoops.
* Solve bug where assignjobs didn't account for roundstart.
* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.
* Goodbye JobController.
* minor fix..
* fix test fail, remove debug logs.
* quick serialization fixes.
* fixes..
* sus
* partialing
* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Use dirtying to avoid rebuilding the list 2,100 times.
* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)
* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Add the Mysteriously Missing Captain Check.
* Put maprender back the way it belongs.
* I love addressing reviews.
* Update Content.Server/Station/Systems/StationJobsSystem.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* doc cleanup.
* Fix bureaucratic error, add job slot tests.
* zero cost abstractions when
* cri
* saner error.
* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.
* submodule gaming
* Packedenger.
* Documentation consistency.
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test