* 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 --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com> |
||
|---|---|---|
| .github | ||
| .run | ||
| .vscode | ||
| BuildChecker | ||
| BuildFiles/Mac/Space Station 14.app/Contents | ||
| Content.Benchmarks | ||
| Content.Client | ||
| Content.Docfx | ||
| Content.IntegrationTests | ||
| Content.MapRenderer | ||
| Content.Packaging | ||
| Content.PatreonParser | ||
| Content.Replay | ||
| Content.Server | ||
| Content.Server.Database | ||
| Content.Shared | ||
| Content.Shared.Database | ||
| Content.Tests | ||
| Content.Tools | ||
| Content.YAMLLinter | ||
| MSBuild | ||
| Pow3r | ||
| Resources | ||
| RobustToolbox@ce2461b5da | ||
| Tools | ||
| .editorconfig | ||
| .envrc | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| .noai | ||
| CODE_OF_CONDUCT.md | ||
| CONTRIBUTING.md | ||
| Directory.Packages.props | ||
| flake.lock | ||
| flake.nix | ||
| global.json | ||
| LICENSE.TXT | ||
| nuget.config | ||
| omnisharp.json | ||
| README.md | ||
| RUN_THIS.py | ||
| runclient-Tools.bat | ||
| runclient-Tools.sh | ||
| runclient.bat | ||
| runclient.sh | ||
| runserver-Tools.bat | ||
| runserver-Tools.sh | ||
| runserver.bat | ||
| runserver.sh | ||
| SECURITY.md | ||
| shell.nix | ||
| SpaceStation14.slnx | ||
| SpaceStation14.slnx.DotSettings | ||
Space Station 14 is a remake of SS13 that runs on Robust Toolbox, our homegrown engine written in C#.
This is the primary repo for Space Station 14. To prevent people forking RobustToolbox, a "content" pack is loaded by the client and server. This content pack contains everything needed to play the game on one specific server.
If you want to host or create content for SS14, this is the repo you need. It contains both RobustToolbox and the content pack for development of new content packs.
Links
Documentation/Wiki
Our docs site has documentation on SS14's content, engine, game design, and more.
Additionally, see these resources for license and attribution information:
We also have lots of resources for new contributors to the project.
Contributing
We are happy to accept contributions from anybody. Get in Discord if you want to help. We've got a list of issues that need to be done and anybody can pick them up. Don't be afraid to ask for help either!
Just make sure your changes and pull requests are in accordance with the contribution guidelines.
We are not currently accepting translations of the game on our main repository. If you would like to translate the game into another language, consider creating a fork or contributing to a fork.
AI-generated contributions disclaimer
This project does not accept low-effort or wholesale AI-generated contributions. Examples include, but are not limited to:
- Any code (including yaml) generated by tools like GitHub Copilot, ChatGPT, or similar.
- AI-created artwork, sound files, or other assets.
- Auto-generated documentation, issue reports or pull request descriptions.
Exceptions to this are simple tools like Rider's single-line completion feature.
Building
- Clone this repo:
git clone https://github.com/space-wizards/space-station-14.git
- Go to the project folder and run
RUN_THIS.pyto initialize the submodules and load the engine:
cd space-station-14
python RUN_THIS.py
- Compile the solution:
Build the server using dotnet build.
More detailed instructions on building the project.
License
All code for the content repository is licensed under the MIT license.
Most assets are licensed under CC-BY-SA 3.0 unless stated otherwise. Assets have their license and copyright specified in the metadata file. For example, see the metadata for a crowbar.
Note
Some assets are licensed under the non-commercial CC-BY-NC-SA 3.0 or similar non-commercial licenses and will need to be removed if you wish to use this project commercially.