Commit Graph

79 Commits

Author SHA1 Message Date
Pieter-Jan Briers
68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00
Krunklehorn
ed0f2aa221 Client customization late-join spawner priority for arrivals/cryostorage (#24586)
* Initial commit, requires server restart to take effect

* Exposes callbacks directly instead, takes effect immediately

* Cleaned up control flow, swapped cvar for client customization

* Switched to int, dictionary of callbacks, migration

* Update Content.Shared/Preferences/SpawnPriorityPreference.cs

* krunkle stan

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-01 21:12:09 +11:00
Kara
cc24ba6a31 Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast

* Basic variation pass handling

* standardize names + rule entities

* why does it work like that?

* add to defaults

* light break variation pass

* ent spawn entry

* move some stationevent utility functions to gamerule + add one for finding random tile on specified station

* forgot how statistics works

* powered light variation pass is good now

* station tile count function

* public method to ensure all solutions (for procedural use before mapinit)

* move gamerulesystem utility funcs to partial

* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit

* trash & puddle variation passes!

* oh yeah

* ehh lets live a little

* std

* utility for game rule check based on comp

* entprotoid the trash spawner oops

* generalize trash variation

* use added instead of started for secret rule

* random cleanup

* generic replacement variation system

* Wall rusting variation rule

* account for modifying while enumerating

* use localaabb

* fix test

* minor tweaks

* reinforced wall replacer + puddletweaker
2024-01-30 21:52:35 -08:00
Nemanja
71cb62e9c6 fix starting gear without PDAs (#24463)
* fix starting gear without PDAs

* legacy as shit
2024-01-24 11:02:24 +11:00
LordCarve
05a2e6b3a2 Obsolete refactor - ConnectedClient to Channel (#24409) 2024-01-23 09:14:13 +11:00
Nemanja
736b9dd7df Cryogenic Sleep Units (#24096)
* Cryogenic sleep units

* pause map support

* no more body deletion

* Cryogenic Storage Units

* boowomp

* no more emag, no more dropping present people
2024-01-14 23:35:28 -07:00
metalgearsloth
1170121532 Fix objects tab not showing nents (#23837)
* Fix objects tab not showing nents

* Fix everything
2024-01-10 01:30:20 -07:00
metalgearsloth
bf79acd127 Salvage magnet revamp (#23119)
* Generic offering window

* More work

* weh

* Parity

* Progression meter

* magnet

* rona

* PG asteroid work

* code red

* Asteroid spawnings

* clams

* a

* Marker fixes

* More fixes

* Workings of biome asteroids

* A

* Fix this loading code

* a

* Fix masking

* weh

* Fixes

* Magnet claiming

* toe

* petogue

* magnet

* Bunch of fixes

* Fix default

* Fixes

* asteroids

* Fix offerings

* Localisation and a bunch of fixes

* a

* Fixes

* Preliminary draft

* Announcement fixes

* Fixes and bump spawn rate

* Fix asteroid spawns and UI

* More fixes

* Expeditions fix

* fix

* Gravity

* Fix announcement rounding

* a

* Offset tweak

* sus

* jankass

* Fix merge
2024-01-04 14:25:32 +11:00
deltanedas
cce7aa777c start of persistence support (#20770)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-16 19:55:19 -08:00
DrSmugleaf
dc3b6e31b2 Fix Client RoleSystem not inheriting SharedRoleSystem, network job component (#21436) 2023-11-07 14:44:53 -08:00
Leon Friedrich
e685cb626b Un-revert IPlayerManager refactor (#21244) 2023-10-28 09:59:53 +11:00
metalgearsloth
a2bbda43cc Revert "Update submodule to 172.0.0 (#21222)" (#21225) 2023-10-24 21:55:20 +11:00
Leon Friedrich
7ba0ea2926 IPlayerManager refactor (#21215) 2023-10-24 20:19:08 +11:00
DrSmugleaf
f560f88eb5 Remove 700 usages of Component.Owner (#21100) 2023-10-19 12:34:31 -07:00
metalgearsloth
5a0fc68be2 Content update for NetEntities (#18935) 2023-09-11 09:42:41 +10:00
DrSmugleaf
3f3ba6ac62 Move minds, roles, jobs and objectives to shared (#19679) 2023-08-30 21:46:11 -07:00
DrSmugleaf
15c0211fb2 Refactor minds to be entities with components, make roles components (#19591)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2023-08-28 16:53:24 -07:00
Visne
b88c2cbb49 Remove usages of obsolete MetaDataComponent setters (#19582) 2023-08-28 19:20:31 +10:00
Vordenburg
cc8b642444 Add linter-friendly WeightedRandom prototypes (#18729) 2023-08-06 12:31:25 +10:00
metalgearsloth
ead47c541d Fix humanoid appearances for placement manager (#18291) 2023-08-05 14:25:47 +10:00
Nemanja
edd7535564 Make anomaly generator always spawn anomalies on station (#18508) 2023-08-01 14:12:55 +10:00
PrPleGoo
7c088ac1de Job icons are stored on ID cards (#18233) 2023-07-29 18:25:27 +10:00
TemporalOroboros
df1dcb74ac Dewarns access (#16666)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-07-23 14:19:51 +10:00
Riggle
579913b617 Better notes and bans (#14228)
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
2023-07-21 13:38:52 +02:00
metalgearsloth
68480af109 Update content vectors to numerics (#17759) 2023-07-08 14:08:32 +10:00
0x6273
247c7a1d4d Fix PDA capitalization to be PascalCase (#17335) 2023-06-15 11:44:28 +10:00
metalgearsloth
57858f802f Shuttle drone improvements (#16931) 2023-05-31 11:13:02 +10:00
deltanedas
ab4dd10904 fix nuke when arming off station (#16702)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-05-25 19:13:21 +10:00
Moony
e92a8fedab Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs

Web-edit to allow feeding in an existing entity.

* Update StationSpawningSystem.cs

value type moment

* Update StationSpawningSystem.cs

* Oh goddamnit this is a refactor now.

* awawawa

* aaaaaaaaaaa

* ee

* forgot records.

* no records? no records.

* What's in a name?

* Sloth forcing me to do the refactor properly smh.

* e

* optional evac in test.

* tests pls work

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-05-19 15:45:09 -05:00
deltanedas
44f9c098ec uplink locking/unlocking, minor pda refactor (#15842)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-05-01 16:30:08 +10:00
Leon Friedrich
3116621501 Try fix click sorting & other misc changes. (#15686) 2023-04-23 17:44:27 +10:00
DrSmugleaf
b947856431 Remove hands component reference (#15197) 2023-04-07 11:21:12 -07:00
Moony
5cc78c2c75 Revert "Oops, All Captains! (#14943)" (#14994)
This reverts commit 8128759ea8.
2023-03-30 18:55:09 -05:00
Skye
8128759ea8 Oops, All Captains! (#14943) 2023-03-30 18:54:38 -05:00
Nemanja
66ff565e16 Add support for true randomized characters (#14918) 2023-03-28 18:30:00 -07:00
metalgearsloth
f3a06a0696 Add arrivals (#14755)
* Arrivals

* More arrivals and shitty uhh preload

* cvar

* a

* clockin + maps

* shitter prevention

* Placement

* a

* cvar for tests and dev

* weh
2023-03-22 04:29:55 -05:00
Scribbles0
9f8f85ccf6 Nukeops Preferred Species (#14327)
* nukeops PC species

* cleanup

* invalid species fallback

* cleanup
2023-03-19 17:48:05 -07:00
Flipp Syder
eb04c43db4 Invalid species fallback on spawn/profile validation (#14675)
* if a player's profile has an invalid species, station spawning will always try to fallback to the default humanoid species

* validation always ensures that if a species can't be indexed, the species falls back to the default species
2023-03-14 23:47:40 -05:00
metalgearsloth
2e25128770 Update content for .Owner culling (#14185) 2023-02-22 12:45:32 +11:00
Chief-Engineer
354d72270a Fix adjusting slots on infinite slot jobs (#14154)
* fix TrySetJobSlot() on infinite slot jobs

* use null coalescing operator

* remove !
2023-02-18 19:00:38 -06:00
Leon Friedrich
48bcd30ef9 Makes humanoid appearance component networked. (#13009)
Fixes https://github.com/space-wizards/space-station-14/issues/12248
2023-01-24 11:38:19 +11:00
Visne
c6d3e4f3bd Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
metalgearsloth
3b3963083b Replace GridEntityId with Owner (#12743) 2022-12-12 14:59:02 +11:00
metalgearsloth
6c76061887 Content changes for mapgrid kill (#12567) 2022-11-22 13:12:04 +11:00
Leon Friedrich
6917b0fe17 Misc audio and related changes for replays (#12578) 2022-11-22 11:49:48 +11:00
metalgearsloth
c0abea8047 Content side for removing IMap / IMapGrid comps (#12357) 2022-11-04 10:12:25 +11:00
metalgearsloth
c9a2ab1cee Remove transform methods from mapgrid (#12233) 2022-11-01 11:27:18 +11:00
Mervill
e55acca504 Show a message when players chose to remain in the lobby due to preferences. (#12130) 2022-10-30 17:49:43 +11:00
Kevin Zheng
2366089300 Remove debug message (#12061) 2022-10-22 14:57:06 -07:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00