* What sitting on code does to a branch + no mo owner v2
* Replacing ViewVariables with AutoNetworkedField + Missed One V2
* Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2
* IProduceWidgets Review Changes & some of my own V2
* Lil Cleanup V2
* Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2
* It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later)
* Test (Removal of ServerSide VomitSystem.cs)
* Ok...
* Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors)
* Prediction
* Fix?
* No mo log error?
* Revert "No mo log error?"
This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f.
* Constructor going up
* No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash)
* For Conflicts
* Guh
* Yea
* Organization & no ErrorHell (maybe)
* Dirtying
* Dirtying take 2
* Revert "Dirtying take 2"
This reverts commit 5735012e21f43808db3ae010fce268eac24d0583.
* the dirties dont do much here
* For Conflict
* Readded
* Another Conflict Commit Fix
* Conflict Fix Thrice
* Empty Space
* Keep it simple
* Add it back in
* Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict
* Conflict fix?
* Trust the fix
* Looked at other prediction PR's, they had better code.
* To not mix up the system in client
* Removing Conflict
* For conflict
* For the conflic fix, will be removed later
* Scuffed Fix
* Removal & Adding the Decouple
* Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!!
* Cleanup & Optimizing, mostly comps.
* More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint.
* Forgot that the Print Refreshes, more of Warocks work.
* Removing Loc.GetString
* All of BloodStream to Shared, hopefully no errors.
* Sketchy Dirty Removed
* Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup.
* No mo Mispredict
* GenerateDnaEvent Predicted
* Forgot the user
* I knew it was real, bloodstutter is REAL and now GONE.
* Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again...
* Clearer
* Thank you leahcat, no more identity leak.
* Routine Maintenance
* sealing the class
* it checks for this now?!
* While im here, FileScope Namespaces & removing unused namespaces
* Update Attribute Type (SirWarock Import), it works and is much easier to read.
* Forever Fixing Conflicts
* Readonly Genocide & Partial Maxing
* LGTM, BloodstreamSystem moved to SharedBloodstreamSystem!
* Sohn
* If OG Github back push this commit
* One Billionth Commit Fix
* Removed client/server stuff
* Made implicit
* NewLine & comment on why AutoGenCompState is true
* Updatin the rest of the Popups to use Entity
* I think that's what they meant? It looks cleaner at least.
* Mass Attribute for LocalEvents that are safe to change.
* Putting it back as abstract
* maybe?
* Guhh, rolling back empty client/server of BloodStream
* Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem
* From Protected to Private
* Removed comment & made it explicit on what changed to true
* Guh, hopefully thats all of it...
* Forgot
* Review
* Test Push
* Line 316 in SharedForensicsSystem was causing the errors, better to play it safe
* Review Changes
* Update Content.Shared/Forensics/Events.cs
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it
* The print.disabled didnt properly disable when cleared. So ill just use the old if check
* Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Hope I'm not forgetting anything...
* They call me the sender the way I'm sending it.
* remove commented out YAML
* last of the slop
* fix test fails
* first batch of test fails
* no more test fails
* make cryo pods work again.
* Make cryo work better-er
* I didn't like that a firesuit helmet was so effective on its own so I decided to be a dick about it.
* review.com
* oop
* actually real quick do this
* fix YAML issues
* IHeatContainer my beloved <3
* borger
* not networked :(
* jackets
* burgeewqjfrwjkhaskfjfsahjkfsahjkfsahjkfsajhkfsa
* utter yaml nonsense
* phishing
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add CryoPodWindow (placeholder)
* Change HealthAnalyzerWindow: split off reusable HealthAnalyzerControl for cryo pod UI
* Improve CryoPodWindow: add health analyzer
* Improve CryoPodWindow: add eject button
This wasn't requested in the issue but I implemented it as practice with the UI system.
* Rewrote GasAnalyzerWindow, split off reusable gas mix viewer for cryo pod
* Change GasAnalyzerWindow: change back to three columns
With two rows you get a layouting bug when there's a lot of different gases, which looks somewhat bad. I didn't feel like fixing the layouting bug (it's an engine issue) so we're going back to three columns. That way you don't ever get two rows in practice.
* Change GasAnalyzerWindow: simplify by disabling Resizable
I added a lot of complexity to make resizable work nicely with a derived max & min size, but it's not necessary.
* Change GasAnalyzerWindow: file-wide namespace
* Change GasAnalyzerSystem: add GenerateGasMixEntry
* Split HealthAnalyzerUiState from HealthAnalyzerScannedUserMessage
* Rewrote CryoPodWindow, add atmos info
* Improve CryoPodWindow: add loading placeholder
* Improve CryoPodWindow: add internationalization support
* Fix GasAnalyzerControl: add missing translation
* Improve CryoPodWindow: add beaker info, high temperature warning
* Improve CryoPodWindow/System: inject button in window + necessary system changes
* Fix CryoPodWindow: Entering cryopod now closes window
This way you can't heal yourself with a cryopod.
* Change CryoPodWindow: add & update comments
* Change HealthAnalyzerComponent: remove `uiKey` property (no longer necessary)
* Tiny fixes
* Improve CryoPodUiMessage: replace string with enum
* Change GasAnalyzerWindow: simplify Measure code
* Change CryoPodComponent: rename Injecting to InjectionBuffer
* Change CryoPodBUI: tiny code simplification
* Fix HealthAnalyzerComponent: Removed stray import
* Improve CryoPodWindow: Prettier, concise atmos
* Improve CryoPodWindow: Chemicals bar chart
* Improve CryoPodWindow: Add Ruler to reagents
* Change CryoPodWindow: More horizontal layout
* Improve CryoPodWindow: Reduce height jiggling
The health analyzer's height changes a lot, which can be annoying with the buttons (for example when the oxygen damage label is popping in and out)
* Improve CryoPodWindow: Add setup checklist
This is mostly here to fill vertical space in the new horizontal layout.
* Improve CryoPodWindow: Eject beaker button
* Improve CryoPodWindow: Localization
* Improve CryoPodWindow: Add BeakerBarChart
An animated version of the chemicals chart
* Fix CryoPodSystem: Ejecting beaker no longer clears injection buffer
* Improve BeakerBarChart: Not animated on first frame
* Fix CryoPodWindow: Fix broken translation
* Improve CryoPodWindow: Reorder sections
* Fix BeakerBarChart: Tooltips now show up
* Change BeakerBarChart: Reorder functions
* Change CryoPodWindow: Reorder sections, change margins
* Change CryoPodWindow: Edit flavor text
* Revert changes to GasAnalyzerWindow
Since GasAnalyzerControl is no longer used in CryoPodWindow, these changes are no longer relevant to this PR.
* Tidy CryoPodWindow: Remove old workarounds
These are old layouting bug workarounds from the older version of CryoPodWindow that had a ScrollContainer in it. They're no longer necessary. Less ScrollContainers less problems.
* Tidy up: Remove unused imports
* Remove LabelledSplitBar
It was replaced by BeakerBarChart, which is a lot fancier.
* Tidy up: Tiny code style fix
* Change CryoPodSystem: Move code from server to shared
This is still without adding UI prediction
* move a ton of stuff to shared.
* one last thing
* Improve BeakerBarChart: Keep visual entry width when swapping beakers
* Improve BeakerBarChart: Respect beaker order of reagents
* Improve CryoPodWindow: Ensure space for injection buffer
We need to keep space on the chart for the injection buffer after swapping to a full beaker.
* Improve CryoPodWindow: Prettier ejection error
* Improve CryoPodWindow: Add "Cooling patient" status
* BeakerBarChart: Fix UI scale bug
* BeakerBarChart: Fix bluespace beaker ugliness
* BeakerBarChart: Add more pod status strings
* HealthAnalyzerControl: Filewide namespace, sort imports
* Style fix: Replace `bool x = y` with `var x = y`
* CryoPodUiMessage: Split off separate class for inject
* SharedCryoPodSystem: Move message-related code into Subs.BuiEvents
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
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
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Make UnrevivableComponent shared
- Move UnrevivableComponent to shared
- add reason messages and if the status shows up in a health analyzer
* Update Content.Shared/Traits/Assorted/UnrevivableComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Make UnrevivableComponent networked
* Update Content.Shared/Traits/Assorted/UnrevivableComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* initial commit
* adds cartridge to cmo's locker
* tidies up yml, adds default scanner sound, makes it so the silent property silences the scanner sound too
* fixes ert medic pda not having it preinstalled
* adds attribution
* removes redundant dependencies
* fix agent pda
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* item toggle refactoring and some new systems
* add ToggleClothing component/system
* unhardcode magboots gravity logic
* make magboots and speedboots use ItemToggle and stuff
* remove now useless clothing components
* update client/server magboots systems
* add note to use ItemToggledEvent in ToggleActionEvent doc
* refactor PowerCellDraw to use ItemToggle for ui open/close control
* add TryUseCharges, refactor charges system
* update magboot trigger code
* make borg use ItemToggle, network SelectedModule instead of now removed Activated
* add AccessToggle for borg
* the giga ninja refactor
* update ninja yml
* update ItemToggle usage for some stuff
* fix activatableui requires power
* random fixing
* yaml fixing
* nuke ItemToggleDisarmMalus
* make defib use ItemToggle
* make things that use power not turn on if missing use charge
* pro
* fix sound prediction
* bruh
* proximity detector use ItemToggle
* oop
* big idiot syndrome
* fix ninja spawn rule and make it generic
* fix ninja spawn rule yml
* move loading profiles into AntagLoadProfileRule
* more ninja refactor
* ninja yml fixes
* the dreaded copy paste ops
* remove useless NinjaRuleComponent and ue AntagSelection for greeting
* fix invisibility
* move IsCompleted to SharedObjectivesSystem
* ability fixes
* oop fix powercell instantly draining itself
* sentient speedboots gaming
* make reflect use ItemToggle
* fix other test
* loadprofilerule moved into its own pr
* remove conflict with dragon refactor
* remove all GenericAntag code from ninja
* )
* probably
* remove old enabled
* great language bravo vince
* GREAT LANGUAGE
* who made this language
* because it stinks
* reparent blood-red magboots to magboots probbbly works
* most of the review stuff
* hasGrav doesnt mean what i thought it did
* make health analyzer use itemtoggle, not fail test
* fix mag/speed boots being wacky
* UNTROLL
* add ItemToggle to the random health analyzers
* a
* remove unused obsolete borg func
* untrolling
* :trollface:
* fix test
* fix
* g
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
* Whisper bleed update v3
* missed a few
* Add bleeding message to health analyzer.
* Fix bleed notification not updating.
* Apparently this either doesnt exist
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Ports temperature scanning from mining station 14
* Added blood level to analyzer
* adds body temp and blood level to health analyzers and cryo
* Blood and temperature will show N/A if not available
* starter API
* network ID cards
* Port more stuff from old identity
* Re-implement identity representation + name updating
* move
* proper name returning for `IdentityName`
* move everything important to server, give in to temptation
* shared / server / client split sadly. move ensure to shared and spawn to server
* identity update queueing + identityblocker
* fixes
* and just like that it's usable for admins
* huge identity pass
* pass dos
* jesus christ
* figs :D
* fuck u
* fix bad merge.
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Disease system first pass
* Renamed HealthChange
* First working version of diseases (wtf???)
* Fix the cursed yaml initialization
* Pop-Up effect
* Generic status effect
* Create copy of prototype
* CureDiseaseEffect
* Disease resistance
* Spaceacillin
* Nerf spaceacillin now that we know it works
* Sneezing, Coughing, Snoughing
* Fix queuing, prevent future issues
* Disease protection
* Disease outbreak event
* Disease Reagent Cure
* Chem cause disease effect
* Disease artifacts
* Try infect when interacting with diseased
* Diseases don't have to be infectious
* Talking without a mask does a snough
* Temperature cure
* Bedrest
* DiseaseAdjustReagent
* Tweak how disease statuses work to be a bit less shit
* A few more diseases
* Natural immunity (can't get the same disease twice)
* Polished up some diseases, touched up spaceacillin production
* Rebalanced transmission
* Edit a few diseases, make disease cures support a minimum value
* Nitrile gloves, more disease protection sources
* Health scanner shows diseased status
* Clean up disease system
* Traitor item
* Mouth swabs
* Disease diagnoser machine
* Support for clean samples
* Vaccines + fixes
* Pass on disease resistant clothes
* More work on non-infectious diseases & vaccines
* Handle dead bodies
* Added the relatively CBT visualizer
* Pass over diseases and their populators
* Comment stuff
* Readability cleanup
* Add printing sound to diagnoser, fix printing bug
* vaccinator sound, seal up some classes
* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)
* Mirror review
* More review stuff
* More mirror review stuff
* Refactor snoughing
* Redid report creator
* Fix snough messages, new vaccinator sound
* Mirror review naming
* Woops, forgot the artifact
* Add recipes and fills
* Rebalance space cold and robovirus
* Give lizarb disease interaction stuff
* Tweak some stuff and move things around
* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)
* Remove unused reagent