* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
472 lines
10 KiB
C#
472 lines
10 KiB
C#
namespace Content.Shared.Database;
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// DO NOT CHANGE THE NUMERIC VALUES OF THESE
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public enum LogType
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{
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/// <summary>
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/// Test logs. DO NOT USE!!!
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/// </summary>
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Unknown = 0,
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// DamageChange = 1
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/// <summary>
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/// A player dealt damage to an entity.
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/// </summary>
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Damaged = 2,
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/// <summary>
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/// A player healed an entity.
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/// </summary>
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Healed = 3,
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/// <summary>
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/// A player slipped on an entity.
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/// </summary>
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Slip = 4,
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/// <summary>
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/// Station event was added or announced.
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/// </summary>
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EventAnnounced = 5,
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/// <summary>
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/// Game rule was added or started.
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/// </summary>
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EventStarted = 6,
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EventRan = 16,
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/// <summary>
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/// Game rule was stopped.
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/// </summary>
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EventStopped = 7,
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/// <summary>
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/// A player used a verb on an entity.
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/// </summary>
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Verb = 19,
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/// <summary>
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/// An evacuation shuttle was called.
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/// </summary>
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ShuttleCalled = 8,
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/// <summary>
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/// An evacuation shuttle was recalled.
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/// </summary>
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ShuttleRecalled = 9,
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/// <summary>
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/// Explosive depressurization related interactions.
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/// </summary>
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ExplosiveDepressurization = 10,
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/// <summary>
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/// A player or entity was respawned.
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/// </summary>
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Respawn = 13,
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/// <summary>
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/// A player joined station on round start.
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/// </summary>
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RoundStartJoin = 14,
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/// <summary>
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/// A player joined station after round start.
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/// </summary>
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LateJoin = 15,
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/// <summary>
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/// Chemical reactions related interactions.
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/// </summary>
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ChemicalReaction = 17,
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/// <summary>
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/// Reagent effects related interactions.
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/// </summary>
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ReagentEffect = 18,
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/// <summary>
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/// Canister valve was opened or closed.
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/// </summary>
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CanisterValve = 20,
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/// <summary>
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/// Release pressure on the canister was changed.
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/// </summary>
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CanisterPressure = 21,
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/// <summary>
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/// Canister purged its contents into the environment.
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/// </summary>
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CanisterPurged = 22,
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/// <summary>
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/// Tank was ejected from the canister.
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/// </summary>
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CanisterTankEjected = 23,
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/// <summary>
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/// Tank was inserted into the canister.
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/// </summary>
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CanisterTankInserted = 24,
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/// <summary>
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/// A player tried to disarm an entity.
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/// </summary>
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DisarmedAction = 25,
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/// <summary>
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/// A player knocked down an entity on the floor.
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/// </summary>
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DisarmedKnockdown = 26,
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AttackArmedClick = 27,
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AttackArmedWide = 28,
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AttackUnarmedClick = 29,
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AttackUnarmedWide = 30,
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/// <summary>
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/// A player interacted with an entity in his hand.
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/// </summary>
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InteractHand = 31,
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/// <summary>
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/// A player activated an entity.
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/// </summary>
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InteractActivate = 32,
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/// <summary>
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/// A player threw an entity.
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/// </summary>
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Throw = 33,
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/// <summary>
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/// Entity landed.
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/// </summary>
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Landed = 34,
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/// <summary>
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/// A thrown entity hit the other entity.
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/// </summary>
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ThrowHit = 35,
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/// <summary>
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/// A player picked up an entity.
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/// </summary>
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Pickup = 36,
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/// <summary>
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/// A player dropped an entity.
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/// </summary>
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Drop = 37,
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/// <summary>
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/// A bullet hit an entity.
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/// </summary>
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BulletHit = 38,
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/// <summary>
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/// A player force-feed an entity or injected it with a solution.
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/// </summary>
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ForceFeed = 40,
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/// <summary>
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/// A player ate an entity or injected themselves with a solution.
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/// </summary>
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Ingestion = 53,
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/// <summary>
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/// A melee attack hit an entity.
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/// </summary>
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MeleeHit = 41,
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/// <summary>
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/// A hitscan attack hit an entity.
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/// </summary>
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HitScanHit = 42,
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/// <summary>
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/// Suicides, ghosting, repossession, objectives, etc.
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/// </summary>
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Mind = 43,
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/// <summary>
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/// Explosions and explosives related interactions.
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/// </summary>
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Explosion = 44,
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Radiation = 45,
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/// <summary>
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/// Entity started or stopped taking pressure damage.
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/// </summary>
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Barotrauma = 46,
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/// <summary>
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/// Fire started or stopped.
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/// </summary>
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Flammable = 47,
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/// <summary>
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/// Entity started or stopped suffocating.
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/// </summary>
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Asphyxiation = 48,
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/// <summary>
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/// Entity started or stopped taking temperature damage.
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/// </summary>
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Temperature = 49,
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Hunger = 50,
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Thirst = 51,
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/// <summary>
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/// Entity received electrocution damage.
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/// </summary>
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Electrocution = 52,
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/// <summary>
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/// A player drew using a crayon.
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/// </summary>
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CrayonDraw = 39,
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/// <summary>
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/// A player changed pressure on atmos device.
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/// </summary>
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AtmosPressureChanged = 54,
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/// <summary>
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/// A player changed power on atmos device.
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/// </summary>
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AtmosPowerChanged = 55,
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/// <summary>
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/// A player changed transfer rate on atmos device.
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/// </summary>
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AtmosVolumeChanged = 56,
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/// <summary>
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/// A player changed filter on atmos device.
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/// </summary>
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AtmosFilterChanged = 57,
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/// <summary>
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/// A player changed ratio on atmos device.
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/// </summary>
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AtmosRatioChanged = 58,
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/// <summary>
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/// Field generator was toggled or lost field connections.
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/// </summary>
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FieldGeneration = 59,
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/// <summary>
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/// A player took ghost role.
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/// </summary>
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GhostRoleTaken = 60,
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/// <summary>
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/// OOC, IC, LOOC, etc.
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/// </summary>
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Chat = 61,
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/// <summary>
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/// A player performed some action. Like pressing eject and flash buttons on a trash bin, etc.
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/// </summary>
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Action = 62,
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/// <summary>
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/// A player used RCD.
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/// </summary>
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RCD = 63,
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/// <summary>
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/// Construction related interactions.
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/// </summary>
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Construction = 64,
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/// <summary>
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/// Triggers related interactions.
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/// </summary>
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Trigger = 65,
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/// <summary>
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/// A player tries to anchor or anchored an entity.
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/// </summary>
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Anchor = 66,
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/// <summary>
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/// A player unanchored an entity.
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/// </summary>
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Unanchor = 67,
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/// <summary>
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/// Emergency shuttle related interactions.
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/// </summary>
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EmergencyShuttle = 68,
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/// <summary>
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/// A player emagged an entity.
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/// </summary>
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Emag = 69,
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/// <summary>
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/// A player was gibbed.
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/// </summary>
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Gib = 70,
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/// <summary>
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/// Identity related interactions.
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/// </summary>
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Identity = 71,
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/// <summary>
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/// A player cut a cable.
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/// </summary>
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CableCut = 72,
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/// <summary>
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/// A player purchased something from the "store".
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/// </summary>
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StorePurchase = 73,
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/// <summary>
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/// A player edited a tile using some tool.
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/// </summary>
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LatticeCut = 74,
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/// <summary>
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/// A player is equipping something on an entity or stripping it from it.
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/// </summary>
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Stripping = 75,
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/// <summary>
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/// A player caused stamina damage or entered stamina crit.
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/// </summary>
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Stamina = 76,
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/// <summary>
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/// A player's actions caused an entity spawn.
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/// </summary>
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EntitySpawn = 77,
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/// <summary>
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/// Prayers and subtle messages.
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/// </summary>
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AdminMessage = 78,
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/// <summary>
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/// Anomaly related interactions.
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/// </summary>
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Anomaly = 79,
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/// <summary>
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/// Cutting, mending and pulsing of wires.
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/// </summary>
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WireHacking = 80,
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/// <summary>
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/// Entity was teleported.
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/// </summary>
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Teleport = 81,
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/// <summary>
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/// Entity was removed in a result of something.
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/// </summary>
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EntityDelete = 82,
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/// <summary>
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/// Voting related interactions.
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/// </summary>
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Vote = 83,
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/// <summary>
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/// Entity was configured.
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/// </summary>
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ItemConfigure = 84,
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/// <summary>
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/// Device linking related interactions.
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/// </summary>
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DeviceLinking = 85,
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/// <summary>
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/// Tiles related interactions.
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/// </summary>
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Tile = 86,
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/// <summary>
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/// A client has sent too many chat messages recently and is temporarily blocked from sending more.
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/// </summary>
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ChatRateLimited = 87,
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/// <summary>
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/// A player changed temperature on atmos device.
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/// </summary>
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AtmosTemperatureChanged = 88,
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/// <summary>
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/// Something was sent over device network. Like broadcast.
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/// </summary>
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DeviceNetwork = 89,
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/// <summary>
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/// A player had a refund at the "store".
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/// </summary>
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StoreRefund = 90,
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/// <summary>
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/// User was rate-limited for some spam action.
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/// </summary>
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/// <remarks>
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/// This is a default value used by <c>PlayerRateLimitManager</c>, though users can use different log types.
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/// </remarks>
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RateLimited = 91,
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/// <summary>
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/// A player did an item-use interaction of an item they were holding onto another object.
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/// </summary>
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InteractUsing = 92,
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/// <summary>
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/// Storage & entity-storage related interactions
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/// </summary>
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Storage = 93,
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/// <summary>
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/// A player got hit by an explosion and was dealt damage.
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/// </summary>
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ExplosionHit = 94,
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/// <summary>
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/// A ghost warped to an entity through the ghost warp menu.
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/// </summary>
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GhostWarp = 95,
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/// <summary>
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/// A player interacted with a PDA or its cartridge component
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/// </summary>
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PdaInteract = 96,
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/// <summary>
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/// An atmos networked device (such as a vent or pump) has had its settings changed, usually through an air alarm
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/// </summary>
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AtmosDeviceSetting = 97,
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/// <summary>
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/// Commands related to admemes. Stuff like config changes, etc.
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/// </summary>
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AdminCommands = 98,
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/// <summary>
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/// A player was selected or assigned antag status
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/// </summary>
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AntagSelection = 99,
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/// <summary>
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/// Logs related to botany, such as planting and harvesting crops
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/// </summary>
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Botany = 100,
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/// <summary>
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/// Artifact node got activated.
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/// </summary>
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ArtifactNode = 101
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}
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