Commit Graph

23 Commits

Author SHA1 Message Date
Rainfey
4e6c59cfe5 Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief

* Zombie initial pass

* Rebase, Traitor

* Nukeops, More overloads

* Revert RevolutionaryRuleComponent

* Use TryRoundStartAttempt, Rewrite nukie spawning

* Comments, Add task scheduler to GameRuleSystem

* Zombie initial testing done

* Sort methods, rework GameRuleTask

* Add CCVar, Initial testing continues

* Might as well get rid of the obsolete logging

* Oops, i dont know how to log apparently

* Suggested formatting fixes

* Suggested changes

* Fix merge issues

* Minor optimisation

* Allowed thief to choose other antags

* Review changes

* Spawn items on floor first, then inserting

* minor tweaks

* Shift as much as possible to ProtoId<>

* Remove unneeded

* Add exclusive antag attribute

* Fix merge issues

* Minor formatting fix

* Convert to struct

* Cleanup

* Review cleanup (need to test a lot)

* Some fixes, (mostly) tested

* oop

* Pass tests (for real)

---------

Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 17:25:10 +11:00
Kara
de36ebe2df Don't double-dip survival intensity scaling (#25570) 2024-02-25 14:04:51 -08:00
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
metalgearsloth
269c93245d Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-11-27 22:12:34 +11:00
metalgearsloth
5b8f3c48c4 Revert "Update submodule to 175.0.0 (#21318)" (#21319) 2023-10-29 15:29:30 +11:00
metalgearsloth
9b1b3e03ed Content audio (#20862) 2023-10-29 14:58:23 +11:00
DrSmugleaf
5934c6728f Replace all T : Component constraints with T : IComponent (#21073) 2023-10-17 19:42:47 -07:00
Leon Friedrich
00e274ea38 Add new entity spawn test & fix misc bugs (#19953) 2023-10-16 16:54:10 +11:00
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
metalgearsloth
b0b1597aad Fix cargo gifts (#18449)
Some of the IDs were invalid and no typeserializer.
2023-07-30 12:53:54 -06:00
metalgearsloth
d4a85afb88 Update GetComponents for IEnumerable (#18395) 2023-07-30 03:34:41 +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
Nemanja
51506e3d30 Fix station events that use update loops (#15834) 2023-04-29 13:15:06 +10:00
Nemanja
59349b1b9b Gamerule Entities, Take 2 (#15765) 2023-04-25 20:23:14 -04:00
metalgearsloth
d3552dae00 Revert "Gamerule Entities" (#15724) 2023-04-24 16:21:05 +10:00
Nemanja
39cc02b8f9 Gamerule Entities (#15513) 2023-04-24 15:20:51 +10:00
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
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
Kara
3fd226d9f0 Extended rework & ramping event scheduler (#11362) 2022-10-18 19:51:47 -07:00
Morber
efb17f1e98 Nuke ops war anounce sound (#9035) 2022-07-15 02:16:41 -07:00
Kara
b9a0894d7c Event refactor (#9589)
* Station event refactor

* Remove clientside `IStationEventManager`

we can just use prototypes

* Basic API idea

* Cruft

* first attempt at epicness

* okay yeah this shit is really clean

* sort out minor stuff

* Convert `BreakerFlip`

* `BureaucraticError` + general cleanup

* `DiseaseOutbreak`

* `FalseAlarm`

* `GasLeak`

* `KudzuGrowth`

* `MeteorSwarm`

* `MouseMigration`

* misc errors

* `PowerGridCheck`

* `RandomSentience`

* `VentClog`

* `VentCritters`

* `ZombieOutbreak`

* Rewrite basic event scheduler

* Minor fixes and logging

* ooooops

* errors + fix

* linter

* completions, `RuleStarted` property, update loop fixes

* Tweaks

* Fix #9462

* Basic scheduler update fix, and fixes #8174

* Add test

* UI cleanup

* really this was just for testing
2022-07-10 20:48:41 -05:00