* fix ancient 2022 ghost test failures
* remove my logs
* update the comment to be accurate
* remove braces
* better loggeewafsafasafsafsfasfasfasafs
* What does bro even do?
* Scope creep my ass
* why was this shit not pushed????
* gone...
* fix that
* review plus buildd
* asfsafsafsafsafas
* grug
* burber
* I'll fix this later
* shrimply die
* also this
* it's snerf or snuthin
* assaads
* round snend
* aaaa
* fix this shit for real
* actually, don't start GameRules until MapInit now that I think aboot it.
* forgot u
* don't actually need this part nullable
* Deffer comp removal
* one liner
* do that too
* chungus
* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)
* deferred removal :V
* aaaaaaaaaaaaaaa
* whhop
* Whoop
* better
* landmine that I placed for myself then forgot about lmao
* cleanup
* FUCKING `!`
* gotovo
* amogus
* please don't check by metadata I beg
* waawsasfdfsasfa
* sfafsasfafsas
* fdsaasffsasfa
* code
* fix
* fasasffasfasfsad
* chungaas
* I may be stupid
* gra
* graaaaaaaaaaaaaaaaa
* comment
* gra
* clearing is not predicted and would require major refactors, so don't cache on client.
* lame shit :P
* last holes
* nukeopsfsafsasafsfafsa
* why was that shit public bruh
* bubrbgwahrghfaka
* dynamic
* revert change that did nothing lmao
Since #45062 the zap chain also covers whatever the target is buckled
to or pulled by, and TryRevive spoke its diagnosis for every one of
them. A patient on a bed therefore got an "inanimate object" warning
about the bed. Keep the chain heal/shock, emit the message only for
the original target, and cover it with an integration test.
* 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
* HOTFIX TeleportActionSystem map coords (#45659)
* Fix target map coords
* Improve performance
* Bonus improvement
* refactor: updated changelog
* refactor: fix changelog entry
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* [HOTFIX] fixing chameleon projector (#45689)
SpriteSystem.CopySprite instead of direct Copy Component
* Hotfix - Grappling gun assuming either end has physics component (#45683)
a can of monster does miracles at 4am
* Hotfix: Return hunger slowdown back to Starving from Peckish (#45693)
move hunger slowdown back to starving
* HOTFIX Set AI camera static to accessible variant by default (#45673)
* disable AI static
* comment
* [HOTFIX] Prevent Off-Station Objective Targets (#45692)
* init
* targets
* attempt 1 at this
* init
* rename file
* dont roll unkillable antags for kill objectives
* refactor: do not allocate on MindGetAllAntagTags when fail to get MindComponent, remove unneeded linq
* refactor: cleanup and added test for new condition. might be oddly specific but...
* oversight
* refactor: test cleanup after review
* refactor: fix changelog (AGAIN GOD DAMMIT)
* refactor: revert changelog thing, make it separate PR
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* [HOTIFX] Changelog actualisation for stable release (#45738)
* [HOTFIX] fix: make changelog discord publication not fail on missing 'labels' (#45779)
fix: make changelog discord publication not fail on missing 'labels' tag in changelog entry (which does not exist).
---------
Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: xsainteer <156868231+xsainteer@users.noreply.github.com>
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* init
* targets
* attempt 1 at this
* init
* rename file
* dont roll unkillable antags for kill objectives
* refactor: do not allocate on MindGetAllAntagTags when fail to get MindComponent, remove unneeded linq
* refactor: cleanup and added test for new condition. might be oddly specific but...
* oversight
* refactor: test cleanup after review
* refactor: fix changelog (AGAIN GOD DAMMIT)
* refactor: revert changelog thing, make it separate PR
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* refactor: entity table condition injection and hierarhical condition checks
* refactor: rename IsNotRepeatingCondition into ExcludeEntitiesFromContextCondition, simplify EntityTableSelectorWithChildrenBase.CheckConditions logic, + new test
* refactor: fix test using old name of condition
* refactor: renaming
* refactor: fix no condition + RequireAll case and added test
* refactor: GetSpawns no more virtual
* refactor: more tests!
* refactor: use ScopedConditionsRestore for child conditions in EntityTableSelectorWithChildrenBase, not for current type conditions
* refactor: extracted notify-on-non-functioning feature from emitter component
* refactor: revert server side PowerStateSystem usage of SubscribeLocalEvent - it is not calling base Initialize, skip SetWorkingState raising event on init
* refactor: ensureAPC is now conditional for powerstate
* refactor: fix double notifiation on destruction and on un-powering for emitter
* refactor: added LocTurnedOff for NotifyOnNonFunctioningComponent, fix double alert on destruction, removed emitter-deconstructed-broadcast as it is unused (cannot deconstruct withou unanchor)
* refactor: modernize server PowerStateSystem subscription
* refactor: update and modernize PowerStatePrototypeTest
* refactor: give APE specific radio message upon unlocking
* refactor: extracted PowerStateSystem.SetPowerLoad to split init from triggering is-working change event
* Update Content.Server/Power/EntitySystems/PowerStateSystem.cs
---------
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* flerp
* pr comments: mostly comment editting, but also add one missing dirty for alerts
* force basesateffect to run update on first load
* I have ridden the mighty moon worm
* oh good, it just didn't work before :)
* oop
* Remove TCS for constructioncomponentvalid
Shaves 1m of test time off of my PC can't imagine how much for gh runner.
* refactor: modernize ConstructionPrototypeTest.ConstructionComponentValid a tiny bit
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* Make every EntitySystem partial
* Oobs thats for a diff PR
* Also oops on that one
* Test systems
* git are we fr
* Update file templates
* cleanup empty classes while we are here
* forgor
---------
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Fix#42713 - refactor UnlockStateIncrementPerNode to allow sibling nodes to count towards time adding
* Only one foreach loop needed
* removed unnecessary variable
* whoops
* Remember that triggering the 'unlock target' node shouldn't count as failing the unlock!
* previous fix was incorrect
* refactor: whitespaces, unused usings and cleanup
* refactor: tests for special unlocking case timer
* refactor: fix namespaces for SharedXenoArtifactSystem after merge with master
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* 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
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* refactor: small selection of tests for EntityTableSystem
* refactor: extract variables, format indents in Prototypes string use proxy SProtoMan property
* ready
* oop forgot the HUD stuff
* woooo examinable generalized tooooo
* oop I forgot to rename the files
* bungled the merge, I guess
* this is called hubris
* Verin's comments
* PR comments
how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"?
also changed a few spots to my beloved
```
functionInvocation(
one
param
per
line
)
```
```
* Satiation effect condition now with ADDED FUNCTIONALITY?? :o
* tfw you trust the markov chain recommendation because long generic type names are tough q-q
* TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH
* tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile.
* centralize satiation constants
* other small comments
* The enum is dead.
But at what cost?
* oop
* like 12 more ooperses
* green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor
* oops I changed the semantics from `<=` to just `<` and didn't update the tests :)
* serialization has bested me :agony:
also PR comments
* never trust the auto merge :agony:
* literally just this
* force engine back to master because idk why it's different
* fix randomness and update master
* submodule fuckery
* fall before my might
* okay I ran the linter, ARE YOU HAPPY??
* cursed ovis, trouble me no more
* protoman stuff
* inb4 linter bonks me
* break non-critical stuff from the main satiation proto
* 
inb4 this breaks something somewhere lmao
* my two greatest PRs COLLIDE
I wonder why robust says it's changed :hmmclueless
* sanity is at an all-time low
* serialization, I guess
* I don't believe you
* field deltas on class \w*satiation\w*components
* PR comments
* 我做泥團子 😔
* doc + kill one property that's trivially accessible after the threshold caching changes
* fixes
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Job weight rework
Instead of global job priorities we do:
- Fill up minimum job slots first by priority. Has same-department / anyone / never fallbacks.
- Players get their jobs by pref, filling up up to roundstart values on gamemapprototype (AKA maximums)
Default weights are used if the map doesn't specify.
* a
* I square to god
* better
* VendingMachineComponent upd
* move components
* small fix
* move some fields to VendingMachineEjectComponent
* move some fields to VendingMachineVisualsComponent
* fix
* move some fields to VendingMachineDispenseOnHitComponent
* move NextEmpEject to VendingMachineEjectComponent
* upd
* split shared system to eject
* no more dummies for name
* fix contraband inventory
* small fix
* and again
* move VendingMachineDispenseOnHitComponent to server
* upd dispense
* upd
* move visuals to client
* fix
* move canshoot to server
* fix client
* fix
* upd
* fix merge
* fix
* upd1
* afterhandlestate
* upd
* more docs and protoid
* upd visuals
* upd components
* reorganize
* Entity<>
* revert AfterAutoHandleState
* Tram!
* add tram to test file and add prototype
* fixed prototype
* fixed map and prototype
* small changes
* changed dorms and tool room
* Ready for review.
please dont be too harsh i will cry
* Various fixes
medical front, sci front. edited some maints. fixed cramped atmos. added warden bedroom
* small updates
* new maints rooms and small fixes
* i hope this doesnt break anything
* i dont think anyone reads these
* renamed everything
* Firelock 198X is a fun game
tiles under doors, fixed airlock access in parts, more maints stuff. tried to fix tram air
* still no idea how many people belong on this station
* Genpop, silos and more!
* Fixed Sec and atmos pipes
* i am a fool
* sec entrance to genpop. more engi parts and tram adjustments
* everytime i fix something i break something else
* small fixes and tram stuff
* added turrets and attempted to fix mail system
* Resolved most issues from playtest and changed prototype
* small changes
* minor tweaks
* More small fixes
* changes from feedback
* colored pipes
* redid turrets
* small fixes
* chem, comm and other changes
* someone else might need to finish this
* air and power fix in sec
* fixed vault and minor firelocks around the station
* lawyer and map test/pool
* bugfixing
* maint and misc changes
* no more diy teg
* tram speed limited
* changed job roster adn added Tram Driver spawn
* im an idiot
* final changes
* fix tests
* fix tests for real this time
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* real
* ill add reporter to marathon soon
* haha emisse doesn't know the roles mapped on the map everyone point and laugh at her
* Update the Wizden maxpop count
---------
Co-authored-by: emisse <99158783+Emisse@users.noreply.github.com>
* fix: bug where enabling auto chat highlights would overwrite existing custom highlights
previously, with this option enabled, it would save the auto highlights
to disk, overwriting any custom highlights the user had set up.
now the auto highlights are stored in memory (as they are different round
to round) and will not overwrite the custom highlights on disk.
* fix: improve ChatHighlightTest logic per PR feedback
* Resolve obsolete TransformComponent warnings
* all gas no lerp, a few unused imports
* Resolve TransformSystem via IEntityManager.System
* Revert to set anchored in ConstructionSystem.Graph
* pragma, no FIXME, redundant TransformSystems
* Remove unused variable
* Address sloth's suggestions
* oneliner rotation assignment
* Use spawn commands with rotation
* yet more spawnattachedto changes & cleanup
* Remove unused transform import
* more transform system cleanup, dump restock warn
* Fix Is Done
* Add godmode
* refactor: remove godmode from anoms
* Potential Solution?
* refactor: properly fix DamageAllPrototypesTest filter for entities
* refactor: some more changes according to other comments
* Replace test to be on Injurable Component
* refactor: minor cleanup in test
---------
Co-authored-by: Fildrance <fildrance@gmail.com>
* Started Making Test
* made reclaimMaterials false for the industral reagent grinder, to mimic the bug that #39690 fixed
* hopefully set up parameterization ok?
* un-parameterized Recyclables
* Changed name of file, have main loops
* in a better state, but still having issues with glass
* Updated to include stackEntities for Silk, gunpowder, bones, cotton, and meatearial. They were just missing bc they presumeably never interacted with Materials storage.
* Marked WebSilk as a material
* Made Gunpowder a material too
* A bugfix from moonheart08, already in #43207 but made it so my test could run
* Have it working, but still falls into a loop if it fails. which is just the same bug
* realized problem with my test paradigm
* made things smoother if reclaimsMaterials is false
* didn't end up needing the bugfix in triggersystem
* Ran into Heisentest with EnsureValidGroupAndSex
* Again ran into issue with EnsureValidGroupAndSex
* Made produceableMaterials a HashSet instead of a list (im gonna love HashSets i can tell)
* ID strings moved to static readonly EntProtoIDs
* typo fix
* Using STarget better
* Cleaned up checking for spawners
* Fixed how I deal with filtering out spawners and random items
* Using ToServer now
* now enable the reclaimer in a server.waitPost
* Proper Indentation for Assertions
* Changes to comments and description
* Fixed spawner-exclusive logic
* Using protomanager instead of gamescrounger in test
* took StackEntity away from bones
* updated _reclaimers to readonly Reclaimers
* Removed redundnacy in hashet declaration
* removed redudant typing for MatStack
* got matInHandsUid via ToServer now, fixed apcid name
* using Is.Not.Null instead of is.not.equalto(null)
* removed reliance on strings to filter the prototypes
* Minor Comment Change
* Re-ordered imports
* Tiny cleanup
* Using SPlayer better now.
* refactor: fix test problems!
* refactor: modernize test (where possible
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Fildrance <fildrance@gmail.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>