From 8a95ee85bf5ce8f37a0bd5180507fd4152606dc1 Mon Sep 17 00:00:00 2001 From: Spatison <137375981+Spatison@users.noreply.github.com> Date: Mon, 3 Mar 2025 19:02:48 +0300 Subject: [PATCH] Upstream 28.02-03.03 (#268) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * More Tajaran Markings (#1834) # Description Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- ---

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--- # Changelog :cl: Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog :cl: tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. --------- Signed-off-by: Raikyr0 Signed-off-by: VMSolidus Co-authored-by: VMSolidus (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog :cl: ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. --------- Signed-off-by: SixplyDev Signed-off-by: VMSolidus Co-authored-by: ShirouAjisai Co-authored-by: VMSolidus (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog :cl: - add: TraitAddTag Function ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. --------- Signed-off-by: Raikyr0 Signed-off-by: VMSolidus Co-authored-by: VMSolidus Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog :cl: - add: Added SpiderCraft to Arachne ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. --------- Signed-off-by: Raikyr0 Signed-off-by: VMSolidus Co-authored-by: VMSolidus Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) # Description it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description ---

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--- # Changelog :cl: - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) # Description Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. ---

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--- # Changelog :cl: - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. --------- Signed-off-by: Timfa Co-authored-by: VMSolidus Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players.

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# Changelog :cl: - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. --------- Signed-off-by: VMSolidus Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog :cl: - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) # Description Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff ---

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![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

--- # Changelog :cl: - add: Arena is back ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media ![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6) # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. --------- Co-authored-by: VMSolidus (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone # Description Ports Lavaland and required systems from Goobstation. --- # TODO - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests ---

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![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

--- # Changelog :cl: - add: Lavaland has been ported! ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. --------- Co-authored-by: VMSolidus (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs Co-authored-by: Raikyr0 Co-authored-by: SixplyDev Co-authored-by: Timfa Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris --- .../Administration/AdminNameOverlay.cs | 141 +- .../Systems/AdminSystem.Overlay.cs | 4 +- .../UI/Tabs/PlayerTab/PlayerTab.xaml.cs | 1 + .../UI/Tabs/PlayerTab/PlayerTabEntry.xaml | 6 + .../UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs | 2 + .../UI/Tabs/PlayerTab/PlayerTabHeader.xaml | 8 + .../UI/Tabs/PlayerTab/PlayerTabHeader.xaml.cs | 10 + .../PlantAnalyzerBoundUserInterface.cs | 42 + .../PlantAnalyzer/PlantAnalyzerWindow.xaml | 121 + .../PlantAnalyzer/PlantAnalyzerWindow.xaml.cs | 207 + Content.Client/IoC/ClientContentIoC.cs | 3 - .../Character/CharacterUIController.cs | 54 + .../Character/Windows/CharacterWindow.xaml | 1 + .../UI/MiningVoucherBoundUserInterface.cs | 27 + .../_DV/Salvage/UI/MiningVoucherMenu.xaml | 6 + .../_DV/Salvage/UI/MiningVoucherMenu.xaml.cs | 59 + .../_Lavaland/Aggression/AggressorsSystem.cs | 5 + .../_Lavaland/Audio/BossMusicSystem.cs | 240 + .../_Lavaland/Mobs/DamageSquareSystem.cs | 5 + .../Shuttles/Systems/DockingConsoleSystem.cs | 5 + .../UI/DockingConsoleBoundUserInterface.cs | 39 + .../Shuttles/UI/DockingConsoleWindow.xaml | 19 + .../Shuttles/UI/DockingConsoleWindow.xaml.cs | 158 + .../Weapons/Block/BlockChargeSystem.cs | 9 + .../Ranged/Upgrades/GunUpgradeSystem.cs | 8 + .../Weapons/WeaponAttachmentSystem.cs | 26 + Content.IntegrationTests/Tests/EntityTest.cs | 2 +- .../Tests/GameRules/NukeOpsTest.cs | 57 +- .../Tests/Minds/MindTests.cs | 21 +- .../Tests/PostMapInitTest.cs | 3 +- .../Tests/Station/EvacShuttleTest.cs | 2 +- .../Tests/_Lavaland/LavalandGenerationTest.cs | 83 + .../AbstractAnalyzerComponent.cs | 68 + .../AbstractAnalyzerSystem.cs | 194 + .../Administration/Systems/AdminSystem.cs | 21 +- Content.Server/Alert/Click/StopPulling.cs | 2 +- Content.Server/Antag/AntagRandomSpawnRule.cs | 22 + Content.Server/Antag/AntagSelectionSystem.cs | 31 +- Content.Server/Antag/AntagSpawnerSystem.cs | 21 + .../Components/AntagRandomSpawnComponent.cs | 8 + .../Components/AntagSelectionComponent.cs | 8 +- .../Antag/Components/AntagSpawnerComponent.cs | 17 + .../Components/AtmosFixMarkerComponent.cs | 7 +- .../AtmosphereSystem.Commands.cs | 138 +- .../Atmos/EntitySystems/FlammableSystem.cs | 2 +- .../Components/GasOutletInjectorComponent.cs | 2 +- .../Bed/Cryostorage/CryostorageSystem.cs | 1 + .../Body/Systems/RespiratorSystem.cs | 13 +- .../Components/PlantAnalyzerComponent.cs | 42 + .../Botany/Systems/BotanySystem.Seed.cs | 15 +- .../Botany/Systems/PlantAnalyzerSystem.cs | 193 + .../CharacterInfo/CharacterInfoSystem.cs | 2 +- Content.Server/Cloning/CloningSystem.cs | 2 +- .../Clothing/Systems/LoadoutSystem.cs | 3 +- .../Systems/NotJobsRequirementSystem.cs | 2 +- .../Systems/ParadoxAnomalySystem.cs | 4 +- Content.Server/Dragon/DragonSystem.cs | 30 +- .../EffectConditions/JobCondition.cs | 26 +- .../PlantMetabolism/PlantAdjustPests.cs | 2 +- .../PlantMetabolism/PlantAdjustToxins.cs | 2 +- .../PlantMetabolism/PlantAdjustWeeds.cs | 2 +- .../ExplosionSystem.Processing.cs | 2 +- .../Fluids/EntitySystems/SpraySystem.cs | 49 + .../GameTicking/GameTicker.Lobby.cs | 2 +- .../GameTicking/GameTicker.RoundFlow.cs | 6 +- .../GameTicking/GameTicker.Spawning.cs | 110 +- .../Rules/Components/TraitorRuleComponent.cs | 2 +- .../GameTicking/Rules/DeathMatchRuleSystem.cs | 1 + .../GameTicking/Rules/NukeopsRuleSystem.cs | 36 +- .../Rules/RevolutionaryRuleSystem.cs | 39 +- .../GameTicking/Rules/ThiefRuleSystem.cs | 37 +- .../GameTicking/Rules/TraitorRuleSystem.cs | 40 +- .../GameTicking/Rules/ZombieRuleSystem.cs | 34 +- Content.Server/Ghost/ObserverRoleComponent.cs | 19 +- .../Roles/Components/GhostRoleComponent.cs | 192 +- .../ToggleableGhostRoleComponent.cs | 73 +- .../Roles/GhostRoleMarkerRoleComponent.cs | 14 +- Content.Server/Ghost/Roles/GhostRoleSystem.cs | 11 +- .../Ghost/Roles/ToggleableGhostRoleSystem.cs | 7 +- Content.Server/Hands/Systems/HandsSystem.cs | 30 +- Content.Server/IoC/ServerContentIoC.cs | 2 - .../Medical/SuitSensors/SuitSensorSystem.cs | 2 +- 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Resources/Textures/_NF/Objects/Weapons/Guns/Basic/sawn_kinetic_accelerator.rsi/bayonet.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grab-choke.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grab-hard.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grab-soft.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grabbed-choke.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grabbed-hard.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/grabbed-soft.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/meta.json create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/pulled.png create mode 100644 Resources/Textures/_White/Interface/Alerts/pull.rsi/pulling.png create mode 100644 Resources/lavaland_map_attributions.txt diff --git a/Content.Client/Administration/AdminNameOverlay.cs b/Content.Client/Administration/AdminNameOverlay.cs index c21ba2e32c..47d251910c 100644 --- a/Content.Client/Administration/AdminNameOverlay.cs +++ b/Content.Client/Administration/AdminNameOverlay.cs @@ -1,73 +1,100 @@ +using System.Linq; using System.Numerics; using Content.Client.Administration.Systems; +using Content.Shared.CCVar; +using Content.Shared.Mind; using Robust.Client.Graphics; using Robust.Client.ResourceManagement; +using Robust.Client.UserInterface; +using Robust.Shared.Configuration; using Robust.Shared.Enums; -using Robust.Shared.GameObjects; -using Robust.Shared.IoC; -using Robust.Shared.Maths; +using Robust.Shared.Prototypes; -namespace Content.Client.Administration +namespace Content.Client.Administration; + +internal sealed class AdminNameOverlay : Overlay { - internal sealed class AdminNameOverlay : Overlay + [Dependency] private readonly IConfigurationManager _config = default!; + + private readonly AdminSystem _system; + private readonly IEntityManager _entityManager; + private readonly IEyeManager _eyeManager; + private readonly EntityLookupSystem _entityLookup; + private readonly IUserInterfaceManager _userInterfaceManager; + private readonly Font _font; + + //TODO make this adjustable via GUI + private readonly ProtoId[] _filter = + ["SoloAntagonist", "TeamAntagonist", "SiliconAntagonist", "FreeAgent"]; + private readonly string _antagLabelClassic = Loc.GetString("admin-overlay-antag-classic"); + private readonly Color _antagColorClassic = Color.OrangeRed; + + public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup, IUserInterfaceManager userInterfaceManager) { - private readonly AdminSystem _system; - private readonly IEntityManager _entityManager; - private readonly IEyeManager _eyeManager; - private readonly EntityLookupSystem _entityLookup; - private readonly Font _font; + IoCManager.InjectDependencies(this); - public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup) + _system = system; + _entityManager = entityManager; + _eyeManager = eyeManager; + _entityLookup = entityLookup; + _userInterfaceManager = userInterfaceManager; + ZIndex = 200; + _font = new VectorFont(resourceCache.GetResource("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10); + } + + public override OverlaySpace Space => OverlaySpace.ScreenSpace; + + protected override void Draw(in OverlayDrawArgs args) + { + var viewport = args.WorldAABB; + + //TODO make this adjustable via GUI + var classic = _config.GetCVar(CCVars.AdminOverlayClassic); + + foreach (var playerInfo in _system.PlayerList) { - _system = system; - _entityManager = entityManager; - _eyeManager = eyeManager; - _entityLookup = entityLookup; - ZIndex = 200; - _font = new VectorFont(resourceCache.GetResource("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10); - } + var entity = _entityManager.GetEntity(playerInfo.NetEntity); - public override OverlaySpace Space => OverlaySpace.ScreenSpace; - - protected override void Draw(in OverlayDrawArgs args) - { - var viewport = args.WorldAABB; - - foreach (var playerInfo in _system.PlayerList) + // Otherwise the entity can not exist yet + if (entity == null || !_entityManager.EntityExists(entity)) { - var entity = _entityManager.GetEntity(playerInfo.NetEntity); - - // Otherwise the entity can not exist yet - if (entity == null || !_entityManager.EntityExists(entity)) - { - continue; - } - - // if not on the same map, continue - if (_entityManager.GetComponent(entity.Value).MapID != _eyeManager.CurrentMap) - { - continue; - } - - var aabb = _entityLookup.GetWorldAABB(entity.Value); - - // if not on screen, continue - if (!aabb.Intersects(in viewport)) - { - continue; - } - - var lineoffset = new Vector2(0f, 11f); - var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center + - new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec( - aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f); - if (playerInfo.Antag) - { - args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), "ANTAG", Color.OrangeRed); - } - args.ScreenHandle.DrawString(_font, screenCoordinates+lineoffset, playerInfo.Username, playerInfo.Connected ? Color.Yellow : Color.White); - args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, playerInfo.Connected ? Color.Aquamarine : Color.White); + continue; } + + // if not on the same map, continue + if (_entityManager.GetComponent(entity.Value).MapID != args.MapId) + { + continue; + } + + var aabb = _entityLookup.GetWorldAABB(entity.Value); + + // if not on screen, continue + if (!aabb.Intersects(in viewport)) + { + continue; + } + + var uiScale = _userInterfaceManager.RootControl.UIScale; + var lineoffset = new Vector2(0f, 11f) * uiScale; + var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center + + new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec( + aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f); + + if (classic && playerInfo.Antag) + { + args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), _antagLabelClassic, uiScale, _antagColorClassic); + } + else if (!classic && _filter.Contains(playerInfo.RoleProto.ID)) + { + var label = Loc.GetString(playerInfo.RoleProto.Name).ToUpper(); + var color = playerInfo.RoleProto.Color; + + args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), label, uiScale, color); + } + + args.ScreenHandle.DrawString(_font, screenCoordinates + lineoffset, playerInfo.Username, uiScale, playerInfo.Connected ? Color.Yellow : Color.White); + args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, uiScale, playerInfo.Connected ? Color.Aquamarine : Color.White); } } } diff --git a/Content.Client/Administration/Systems/AdminSystem.Overlay.cs b/Content.Client/Administration/Systems/AdminSystem.Overlay.cs index 3502faf9e8..c363a190c1 100644 --- a/Content.Client/Administration/Systems/AdminSystem.Overlay.cs +++ b/Content.Client/Administration/Systems/AdminSystem.Overlay.cs @@ -1,6 +1,7 @@ using Content.Client.Administration.Managers; using Robust.Client.Graphics; using Robust.Client.ResourceManagement; +using Robust.Client.UserInterface; namespace Content.Client.Administration.Systems { @@ -11,6 +12,7 @@ namespace Content.Client.Administration.Systems [Dependency] private readonly IClientAdminManager _adminManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly EntityLookupSystem _entityLookup = default!; + [Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!; private AdminNameOverlay _adminNameOverlay = default!; @@ -19,7 +21,7 @@ namespace Content.Client.Administration.Systems private void InitializeOverlay() { - _adminNameOverlay = new AdminNameOverlay(this, EntityManager, _eyeManager, _resourceCache, _entityLookup); + _adminNameOverlay = new AdminNameOverlay(this, EntityManager, _eyeManager, _resourceCache, _entityLookup, _userInterfaceManager); _adminManager.AdminStatusUpdated += OnAdminStatusUpdated; } diff --git a/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs b/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs index 826945e7cc..be82d46d02 100644 --- a/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs +++ b/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs @@ -197,6 +197,7 @@ namespace Content.Client.Administration.UI.Tabs.PlayerTab Header.Character => Compare(x.CharacterName, y.CharacterName), Header.Job => Compare(x.StartingJob, y.StartingJob), Header.Antagonist => x.Antag.CompareTo(y.Antag), + Header.RoleType => Compare(x.RoleProto.Name , y.RoleProto.Name), Header.Playtime => TimeSpan.Compare(x.OverallPlaytime ?? default, y.OverallPlaytime ?? default), _ => 1 }; diff --git a/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml b/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml index 95cd0e8659..72b6b5afa6 100644 --- a/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml +++ b/Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml @@ -23,6 +23,12 @@ SizeFlagsStretchRatio="2" HorizontalExpand="True" ClipText="True"/> + +