* Make the advanced treatment modules beakers explosion-proof.
* undo changes
* Epic rename fail
* Explosion recursion data field
* Logic for data field
* 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
* 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>
* 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>
* 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>
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.
* 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>
* 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>
* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.
For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
* polymorph changes
Adds poly proto ids to polymorph action event and checks for proto id when performing
* nullable proto id
* Replaces instances of Polymorph prototype with a proto id and tryindex
* birdup
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received.
LV Cable -> 10 damage
MV Cable -> 20 damage
HV Cable -> 30 damage
Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine.
While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.
* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal.
* Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e.
* Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00.
* -Removed cooldown entirely