* 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>
* init
* docs
* some fixes
* fix
* utTestCommit
* tick increased to 30
* renames and Pair.RunTicksSync
* fixes
* fire test fixes
* fix visiblegasoverly
* gas tests
* testbumb
* one more RunUntilSynced
* move itemtoggle member to child class
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new apis and tests
* more tests and stuff
* fix test fail
* test review
* api review
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* fix: GameDataScrounger properly ignores ignore-list
* refactor: GDC to treat ignored files as abstract
* fix: use wizden's fix for windows
* refactor: check ignoredDir first for perf and readability
* Changeling Slime Tests
Slime storage Add removal and contained item behavior tests
* Stick apples proto id up into a static var
* remove stray copied comment
* CR changes
Remove ChangelingTest Fixture
Change GrantIdentity to be Entity<ChanglingIdentityComponent?> and
resolve the comp, cleanup all the places where that matters internally
Changes required to tests
* cleanup
* more cleanup and test fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* added MidiLibraryManager together with tests.
* added error log when failing to add midi + minor formatting.
* additional error logging for midi library.
* fixed TestRemoveMidiFile failing due to new error logging.
* improved error logging.
* switched from string file names to ResPath
* renamed to MidiFileCollection and moved to Content.Client.Audio.Midi
* updated xml docs
* readded the Manager suffix that I totally didn't forget + some formatting.
* Axes the easy IMapManager references
* Axes the references to unported (obsolete) IMapManager methods
* Converts salvageruler command to a LocalizedEntityCommand so it can use SharedMapSystem
* Removes IMapManager from GameTicker
This required axing the map nuke during restart, but that should be fine?
Maps are entities so EntityManager.FlushEntities should delete them all and that's the preceding line
* submodule update(?)
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* feat: separate sex from voice
* wip: tried to make it use voice collection directly
* fix: yaml
* fix: migrations
* fix: ensure valid now validates correctly
* fix: unisex mobs wouldn't have voice
* chore: fix RT version
* refactor: clean up code into subfunctions
* refactor: swap name and protoId in voice
also rename sounds to voice
* chore: add comment
* fix: fallback sounds for non-humanoid characters
* fix: tests
* fix: tests
* refactor: change requests
* refactor: convert sheepers
* refactor: move Voice to SpeciesPrototype
* chore: add tests
* fix: test IoC error
* refactor: use null coalesing in ConvertProfiles
* refactor: move vocal sex association to speciesPrototype
* style: remove space from new()
* refactor: use name from emoteSoundsPrototype for UI
* refactor: no more null Voice on profile
* refactor: make DefaultVoice a static readonly property
* fix: add default voice to HumanoidProfileComponent
* chore: remove repeated vocal component from species yaml
It's inherited from BaseSpeciesMob
* style: correct comments for refactor
* fix: add missing locale for FemaleVulpkanin
* refactor: simplify logic based off surounding code
* test: add test to make sure that sexes are properly enumerated for the voices
* fix: add back urist sounds
* style: clarify comments again
* style: last thing im changing before I sleep
* refactor: battling programming semantics
* refactor: Name on EmoteSoundsPrototype.cs to VoiceSelectorName for clarity
* revert: isDirty change
* Fix HumanoidProfileTest.EnsureValidLoading.
The profile's voice wasnt being updated, thus the voiceChanged event was never raised and that meant that the voice component had old EmoteSounds
* oops
* refactor: do the easy change requests
* refactor: use an array for indexing sex conversion for performance
* fix master
* mistakes were made
* chore: redo migrations
---------
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* Add AFK kicks back in
Fixes the previous issues and also makes it a big window so users can close it / manually mark themselves as not being AFK now.
* review
* scar but im too lazy to apply suggestions and mess with commits
* sane minimums
* asd
* review
* augh
* Fix afk minimum + requested admin bump
* airhorn
* Make InteractionTest inherit from GameTest
* Convert MousetrapTest to use some GameTest features
* Document stubbed Setup method
* LoadTestMap now sets TestMap like CreateTestMap
* Maybe fix?
* Oh, derp
* Yay
* Do a LOT changes in yml
* and again
* Finale changes
* yml and locale
* locale tweak
* yml and charp cleanup
* fix carpets
* and some-some
* And some
* I want to believe that its last🙏🙏
* 😭
* 😭😭
* clean
* fix
* AAHHAHAHAHAHAH
* fix
* FINAL
* thisguyusa...
* LAST_ONE
* wawa
* merge2
* sdobfjibwdsjaqaksmzxsowaw2edqw84
* aoaoaooaoaao
* this hardcode took 30 minutes of my life
* fix aaaa
* fix test
* FIX BUILD
* oops
* oops
* aaooaoaoa
* fuck
* oops
* refactor: cleanup after merge + use protoId in KitchenSpikeComponent
* refactor: fix butcherable stuff again!~
* fix: now actively checks for EdibleComponent on slicing, predicted items splitting
* fix: changed knife.yaml to use Slicing tool
* fix: no more sounds spam on chop-chop
* refactor: cleanups
* refactor: default time value for slicable
* refactor: whitespaces and extract variables
* fix: slicable no longer prevents InteractUsingEvent by marking handled w/o actually handling
* feat: chopping trees now requires sawing tool, same for slicing logs
* refactor: cleanup after merge
* refactor: fix non-related PR changes
* refactor: rename locid
* refactor: remove unneeded red 'slice' verb name when slicing entities with mob-state.
* refactor: simplify test code changes
* refactor: better readability for test
* refactor: linebreak for unary op
* refactor: xml-doc for SliceableComponent corrected to be more fitting.
* refactor: cleanup SliceableSystem some more
* refactor: use HasComp instead of TryComp in AddSliceVerb
* refactor: extracted methods to improve readability
* refactor: remove unchecked operator - not needed when casting from uint
* refactor: SliceableSystem cleanups, fix logs not being chopped due to solution splitting
* fix: slice verb is now showing up even if disabled, slicing is done even if there is no solution to split, replaced direct dependency for sliceable component to food component with default solution-name
* refactor: comment about RandomPredicted + toy knife now fits into clown shoes
* refactor: remove EdibleComponent dependency from SliceableSystem
* refactor: moved SliceableSystem into ToolRefinableSystem
* refactor: basic renaming for comps
* refactor: cleanup after merge
* refactor: reorder methods, renaming, simplify polymorph related conditions on slicing
* refactor: xml-doc + reorder yaml fields
* refactor: fixing yaml + method renaming, unused usings removed
* refactor: removed unused usings
* refactor: fix typo
* refactor: remove reference for deleted meat proto
* refactor: clean up yaml after merge
* refactor: fix multiple typos from mass replace
* refactor: fix missed field renaming
* refactor: ensure all entities that had ToolRefinable got BaseSlicingRefinable (aftermerge cleanup)
* refactor: undo solution-related changes for animals.yml
* refactor: fix invalid parent set for corgi + fix amount of slices for the rest of pies
* refactor: revert Solution to SolutionContainerManager changes after merge
* refactor: revert Solution to SolutionContainerManager changes after merge
* refactor: fix invalid property name for toolMissingQualityTooltip in yml, fixed missing entity on which AttemptToolRefineEvent is raised
* refactor: remove over-indent for components of BaseSlicingRefinable and for Slicing tool quality
* refactor: remove over-indentation on MobCarpHolo
* empty collection
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Fildrance <fildrance@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Initial commit
* Added pods
* Transit tubes should no longer connect with disposal pipes
* Updated the transit tube sprites
* Revisited how the transit tubes work
* Fixing merge conflict
* Updated sprites
* Simplified disposal component collections and updated yaml
* Moved the majority of the disposals code to Shared
* Move disposed ents via physics
* Disposal unit now use generic visualizers
* Followers of disposed entities have predicted movement
* Made BeingDisposedSystem shared
* Added documentation for some components
* Code clean up
* Removed unneeded container entries, tubes use directions instead of angles
* Many EntityUid/Comp -> Entity<Comp> changes
* Updated DisposableSystem
* Review of DisposalTubeSystem
* Review of DisposalUnitSystem
* Review of DisposalSignalRouterSystem
* Unit updates
* Fixing merge conflict
* Merge conflict resolved
* Re-organization of systems and components
* Allow trapped entities to escape endless loops
* Fix for item ejection
* UI updates
* Minor tweak
* Fixes for transit tubes
* Removed placeholder sprite
* Removed transit tubes (for now)
* Moved exit stun time to DisposalHolderComponent
* Added a limit on the amount of damage that can sustained from disposals travel
* Fix for PVS-related sound issues
* Added a limit on the number of entities that can be inserted into units
* Clean up
* Undid file scoping
* Fixed test fail
* Fixed test fail
* Increased min default capacity of disposal units
* Fixed audio spam occurring when dumping multiple items into a disposal unit
* Tile prying now occurs whenever exiting an open pipe
* Prevent attacking and interactions while traveling through disposals
* Added generic verbs for entering/exiting disposal units
* Fixed UI prediction bug
* Bug fixes
* Small improvements
* Moved the disposal holder prototype from the disposal entry to the unit
* Minor clean up
* Added support for a disposal holder despawn effect
* Added prediction guard
* Test fail fix
* Re-added new escape behavior
* Removed outdated PVS code
* Clean up
* More escape behavior changes
* More clean up
* Updated exit selection logic
* Bug fix
* More clean up
* Split up disposal unit code
* Cleaned up disposal units some more
* Adjusted exit throw distance
* Capitalized disposal and mailing unit window titles
* Bug fixes
* Taggers and routers show existing tags when the UI opens
* Fixed test fail
* test fail fix
* Minor performance improvement
* Minor improvement in pathing
* merge conflicts
* Fix heisentest
* Fixed mispredict
* Updated system referencing conventions
* Updated to account for changes made to the code
* Attempting to fix submodule issue
* Addressing test fails
* Additional fixes for tests
* Addressing reviewer comments
* Cleaned up exit randomization
* T-ray can see disposal pipes when in 'pipe' mode
* Fix for flush animation flickering
* mild thing
* fix both
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Enhance entity deletion test with extra ticks
* Implement CleanupTransientEntities for test stability
Added CleanupTransientEntities method to handle deletion of transient side-effect entities during tests.
* Add using directive for Robust.Shared.Spawners
* corrections