* mostly done but there's a bug with spawning
* RandomGlobalSpawnSpellEvent now actually works
* Summon Guns/Magic is working
* Added sound, cap gun, and auto pick up
* Added all requested changes/fixes from reviews
* Halving cooldowns
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Act
* Adds Jaunt ECS and related prototypes
* Adds jaunt sounds
* Adds enter and exit sound support to polymorphs
* Updates jaunt description
* Adds jaunt action sprite and changes jaunt polymorph to use it
* Adds Jaunt and upgrade to the wizard grimoire
* Makes base mob jaunt parent off of incorporeal and basemob, adds blue ghost sprite for ethereal jaunt
* Update Resources/Locale/en-US/store/spellbook-catalog.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removes meta changes
* removes other meta changes
* adds context menu and a description to basemobjaunt
* comments for jaunt component and adds on component shutdown method
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Resources/Prototypes/Catalog/spellbook_catalog.yml
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.
HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.
This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.
New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.
Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.
There's also some code cleanup to reduce copy pasting around the place from my changes.
Requires latest engine to support ImmutableArray<byte> in NetSerializer.
* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
* add vebr
* add access to the components
* 2/3
* fix
* relay damage from disguise to user
* fix integrity
* :trollface:
* :trollface:
* m
* kill integrity
* fix a bug
* review
* remove them from component
* relay flash effect to the disguise
* fix icon being weird
* change method since multiple systems cant handle same network event
* :trollface:
* actually network Disguise real
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Silicon Law Sound cue refactor
- Added CueEntityMind to Silicon Law system to more uniformally
send sounds to minds
- Switch all previous MindPlaySound to instead call to the new method
* Change SiliconLawEui to cue the mind
* CR: TryGetComponent and Change the Documentation
- Remove GetComponentOrNull for _entityManager.TryGetComponent
- Change SiliconLawProviderComponent.LawUploadSound to be more general
rather than just referencing lawboards
* Update Content.Server/Silicons/Laws/SiliconLawEui.cs
* Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs
* Silicon-law-cue-refactor - CR:
- Roll the cuing into NotifyLawsChanged via an optional variable for the
cue
- Modify "SetLaws" to take in an optional soundProvider for the cue
- modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via
NotifyLawsChanged
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added Popup for the Ligneous plant mutation when using hands.
There was some confusion for players with the Ligneous mutation which makes the plant harvestable only with sharp tools. Adding a popup with the message "The plant is too tough." to give them a hint to use something other than just their hands.
I decided to only put the message when attempting to harvest using hands, as the intent is clear that the player just wanted to harvest, but wasn't able to. Using any other tools like a crowbar or a screwdriver will not trigger the popup.
* Update Resources/Locale/en-US/botany/components/plant-holder-component.ftl
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
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Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Changes the AME sound effect to not be the default MetalThud.
* Was told on discord to make a minor change to autorerun the tests due to the Build & Test Debug failing!
* Attribution and licensing, as requsted by deathride58
* Fixes the high-pitched squeak audible to some people!
* Audio file tweaked by SlamBamActionMan to eliminate a weird squeak they were still able to hear. Thanks!
* Add on-call functionality for adminning
The first time an ahelp gets SOS it gets relayed to the specified channel with the specified ping. Every time after that it doesn't until it gets a non-SOS response received.
* Remove redundant name
Pretty sure this already gets chucked on the name of the msg itself I think it just didn't show in screenshot because they were subsequent.
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
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Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>