* Solving #43723 by making zombies clumsy (they are unable to hold anything in their hands, passing items to them will fail).
Also made zombies uncuff themselves whenever they transform (seeing as they no longer lose their hands meaning that cuffs would otherwise remain on them)
* Cleaning up the code
* Renamed ClumsyHoldStatusEffectComponent.cs to ClumsyGrabStatusEffectComponent.cs (and renamed associated files).
I think "ClumsyGrab" works better than "ClumsyHold" (as the effect happens when the item is first grabbed, not whilst the item is being held).
everything still works
Reordered appropriate functions in ClumsyStatusTest.cs and ClumsyStatusEffectSystem.cs to retain alphabetical order.
* oopsies :p
* Appeased the YAMLLinter (at the cost of a somewhat hackier implementation).
ZombieSystem.Transform.cs now applies the zombie clumsiness via creating a new PermanentStatusEffectComponent with StatusEffectClumsyZombie as its status effect.
* requested changes have been made
(also re-added newline to end of clumsy-component.ftl because it has a newline at the end of it on the master branch, I guess it's probably supposed to be there)
* reordering so private members (including new one) are before the internal member
* hands are forcibly emptied - even if something's glued to them.
* UnZombify should remove the lingering ZombieClumsy status effect
(still needs to revert the rest of the zombification process, but at least the new bit I added can be undone)
* Minor refactor of my own refactor. New order of operations:
1. Uncuffs zombie (if needed)
2. Attempts to `DropAll` items from hands
3. Iterates through hand containers to empty them (removes otherwise unremovable items from hands)
Will refactor process to force drop all items if #45844 becomes implementable + is merged.
* formatting
* how the hell did the metabolizer code go missing!?
* uncuffing now happens in a safer way
less likely to accidentally infinitely loop
* tweaking that one comment I was asked to tweak (this is unrelated to the hand malarkey)
hopefully it won't lead to any merge conflicts later on
* formatting
* file style
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Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* Added night vision status effect
added night vision reagent
* removed empty line, updated ftl
* leaf said no capital letters guh
* i hate capital letters
* added rad damage and altred recipe. princess said add to felinase
* Update Resources/Prototypes/Reagents/narcotics.yml
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Update Resources/Prototypes/Recipes/Reactions/chemicals.yml
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* doubled rad damage
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Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* init
* further work
TODO:
- Sprite
- Fix sound playing if item(s) were removed
* work work work
TODO:
- Sprite
* clean
* sprite
* yeah
* guh
* multi item support
* Update ForcedItemStatusEffectComponent.cs
* review + balance i dk
* component outline
* System port
* super bonk detour
* working good!
* relay changes
* the death of clumsy
* why it stop working??
* now to test it
* tested it
* Actual genuine tests
* final checks
* buff up catch test
* annoying test fail
* refactor: minor whitespace and var rename changes
* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem
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Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* refactor: change cache-dependent commands to use _IPrototypeManager.Categories
* refactor: updated to use completion helper from RT
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Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* feat: xeno artifact debug commands
* refactor: minor renaming + whitespaces
* refactor: do not allocate unless needed
* refactor: rename common xeno-artifact commands localization string
* refactor: extract reusable parts of code, change command to work with EntityUid and not with NetEntity
* refactor: renaming
* refactor: make all commands toolshed
* refactor: localization fix, command naming reverted to camelCase, xml-doc for new commands
* refactor: make toolshed tuple actually work
* refactor: remove unused code
* refactor: cache for EffectPrototypes
* refactor: fix unlcokNode command, remove engine copy-paste for TryParseEntity
* refactor: fix localization for toolshed
* refactor: remove unused dependency
* refactor: caching systems for XenoArtifactCommand where possible, comments clarification, whitespacing
* refactor: added readonly to SharedXenoArtifactSystem.EffectPrototypeIds
* refactor: use component to detect which proto is xenoarch effect
* refactor: fix missing partial for XenoArtifactCommand
* refactor: fix readonly on dependencies for XenoArtifactCommand
* refactor: fix missing partial for nested XenoArtifact related parsers
* refactor: cleanup after merge
* refactor: remove obsolete IPrototype.HasComponent call and unused using
* refactor: change xenoarch commands to lowercase (as convention dictates)
* refactor: XenoArtifactNodeParser and XenoArtifactTypeParser are now CustomCompletionParser (removed duplicate code)
* refactor: XenoArtifactNodeParser is now CustomCompletionParser, moved custom parsers to shared/toolshed/parsers
* refactor: todo for ent proto caching, moved XenoArtifactCommand to toolshed namespace
* refactor: fix xenoartifact:totalresearch command
* refactor: remove system caching, clean whitespaces
* fix: fix localization for xenoarch commands
* refactor: moved StatusEffectCompletionParser to shared, added same todo remark for cache of status effect entity prototypes.
* refactor: use proxy methods in command and _entityManager.System in all parsers
* refactor: mved commands and parsers into respective folders
* refactor: access restriction for cached EntityPrototypeIds
* refactor: todo link to issue, fixed DI in StatusEffectCompletionParser
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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Initial commit - not sure why it won't trigger
* Fix it iuohgrhjkgsefawed SEALED not ABSTRACT
* Include for bloodloss and add a buffer time
* Review changes
* Yaml'd
* Add comment explaining no movement speed stop
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* part 1
* second pass
* final fix
* last fix i swear
* an even bigger genius
* regex missed this
* should be all of em?
* oops
* yeah
* Revert "should be all of em?"
This reverts commit 4dd54d1b9a76977b4cf8d6008358e4dacdee6eb1.
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Drunk moment
* push
* fix test fails + a smidge of cleanup
* two smidges of cleanup
* Unpredicted so don't need the workaround
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Initial commit
* Minor fix
* Why is this uncommented here? Hmmm
* No wait this can't be here, oops
* Do better time
* Also guidebook
* Review changes
* Add rejuvination, fix mispredicts
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* alert cleanup and API
* I expect update loops to be at the top.
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Hammedborgar
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* The only commit that matters
* I had to stop playing with my cat to push this change
* Yaml removal
* Proper drunk status effect and remove shitcode
* Review changes
* whoops
* Whoops x2
* Update master fix merge conflicts
* Fix merge conflicts
* Dunk Component kill
* MORE RELAYS
* Holy fucking breaking changes
* Ough
* 46 file diff
* Fix bad commits
* Erm what the test fail?
* Fix those last two
* Merge conflicts
* Me when I fix the merge conflicts
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* feat: add a component for rejuvenateable effects
* feat: let god mode'd entities get buffs
* fix: handle old status effect system
Didn't realize BeforeStatusEffectAddedEvent was called by both systems,
oops.
* refactor: rename to RejuvenateRemovedStatusEffect
* fix: make forced sleeping a debuff again
Missed in rebase.
* refactor: make BeforeStatusEffectAdded two events