Commit Graph

27 Commits

Author SHA1 Message Date
Errant
c133f7a4c1 Fix battery charging stopping just short of being full (#34028)
(cherry picked from commit 0b1ed3ec7e79e78e27ad193526db95351bfa263c)
2025-09-20 20:32:28 +03:00
BramvanZijp
d3054c03bc Rework the HoS's Energy Shotgun (Varying energy consumption depending on fire-mode + re-adds a toned down self recharge.) (#32104)
* Rebalance HoS's Energy Shotgun

* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.

* Prevent recharge cooldown if 0 power is used.

* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.

* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.

* Clean up the client ammo UI fix.

* Update the self recharger component to comply with maintainer request.

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Remove code that was made redundant by a hotfix from another PR.

* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.

* Fix another internal issue

* Code cleanup + fix the rapid recharge verb to remove pause.

* cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

(cherry picked from commit ce9fc82382a1cfbde7b05aad00da872add812b2d)
2025-09-20 20:32:27 +03:00
Brandon Hu
849f60e577 fix(BatterySelfRecharger): Fully charge BatterySelfRechargers (#30627)
(cherry picked from commit 95a159f9509aac615bcd7265a841dadeabaa453c)
2025-09-20 20:32:26 +03:00
Spatison
2a10c02eb5 No spead merge (#475)
* Revert "[GoobPort] WIZ REAL (#465)"

This reverts commit 091a8ff433.

* fix local
2025-04-26 10:50:32 +03:00
Kai5
091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00
BramvanZijp
e4732075b4 Port the BSO's Greatshield From LRP. (#2029)
# Description

Title, it replaces the eshield in the BSO's loadout.
I had to tweak the values to be a little less... extreme.

Also made EMP immune untill somebody ports the eshield changes fully, as
right now, the eshield is emp immune, so why would the greatshield be
disabled by it.

Also, added a way to smart-equip the shield from your belt, if you've
already taken out the mace (which can also be put in the belt slot by
itself just like a stun baton.)

---

<details><summary><h1>Media</h1></summary>
<p>

[Video of the stamina damage of the mace, and the shield health &
recharge.](https://github.com/user-attachments/assets/8b98dda2-e7ab-4b4d-be41-6f0c247b3e10)

</p>
</details>

---

# Changelog

🆑 BramvanZijp
- add: Added the BSO's Greatshield and Atrocity (Mace) as a primary
weapon option.
- remove: The Energy Shield has been removed from the BSO's loadout.

---------

Signed-off-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit d1cc81ca03a35ecd5cf38d280b20b54c1bc63536)
2025-03-21 18:25:24 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
<!--
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Remove these comments before submitting
-->

# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
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Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: neuPanda <chriseparton@gmail.com>
Co-authored-by: neuPanda <spainman0@yahoo.com>
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>

(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Spatison
d5d5278999 [Port/Tweak] Eshield / Е-Щит (#94)
* tweak: eshield

* add: energy shield

* fix
2024-10-23 17:23:44 +07:00
Mnemotechnican
933944a1bc Fix #864 and Rehydratable System Doing Client-Side Spawn (#888)
# Description
- Resolves #864 by partially reverting #516 
- Adds a _net.IsClient check to RehydratableSystem to avoid spawning
duplicate entities on client side

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/e50785a6-b5f7-4484-9097-118bc3a5dfa5


</p>
</details>

---

# Changelog
🆑
- fix: Cyborg recharging stations finally work again.
- fix: Rehydratable entities (such as monkey cubes) no longer spawn a
second client-side entity when rehydrated.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-10-19 12:52:40 +07:00
WarMechanic
93ece39fc2 Cherry-Pick "EMP Grenade Actually Sabotages Power" From Wizden (#516)
<!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
<!-- The text between the arrows are comments - they will not be visible
on your PR. -->

## About the PR
<!-- What did you change in this PR? -->
EMP has been changed to target APC-powered-devices (most electrical
devices) as well as batteries to disable them. This means EMP can
interfere with autolathes, airlocks, atmos devices, substations and
SMES. The power draw of a single EMP grenade now cuts out a substation,
and the disabling effect prevents further recharge until it subsides.

EMP duration now also stacks, which creates a novel way to quietly black
out the station by attacking engineering SMES with 3 EMP grenades (6tc
EMP bundle) to black out the station for 3 minutes.

Edit, here's a detailed changelog of the PR,
Functionality:
- EMP disable has been generalised to kill and prevent further function
of every device/battery by interrupting recharge
- As a result of the above, some hard coded interactions have been
culled
- EMP disable duration now stacks with multiple EMP blasts
- EMP is now capable of draining from gravity generators
- The Charger system has been slightly reworked to facilitate
communication between batteries and chargers

Results:
- EMP grenade can disable basically every powered machine, most notably
doors
- EMP grenade has had its power drain upped to 2.7MW, which is slightly
more than a substation and 1/3 a SMES
- EMP grenade can now instantly kill substations
- EMP grenade can now instantly kill gravity generators
- 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for
3 minutes with no evidence on the power monitor.

## Why / Balance
<!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
EMP at 2tc has a relatively low value-proposition when compared to C4
which is also 2tc. While EMP can probably black out one (or two if
you're lucky) APCs and can be used as a defensive option against
Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators,
doors, reinforced walls, people and the list probably continues.

New EMP can be used to soft-bomb station power in an explosion that
isn't globally alarming (salv boom). Targeting the captain's office
directly may let you crowbar in and steal the locker but it leaves
ephemeral evidence in the form of everything electrical shimmering blue.
Opting to bomb substations blacks out a wider area, providing several
degrees of separation from your target. That is to say, new EMP grenade
favours map knowledge and rewards better stealth.

## Technical details
<!-- If this is a code change, summarize at high level how your new code
works. This makes it easier to review. -->
- `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for
`C.S/Power/Components/PowerNetworkBatteryComponent`
- `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to
`EmpPulseEvent` to turn off. Requests to turn back on are additionally
intercepted by `EmpSystem.cs` and cancelled.
- `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and
converts energy consumption to a normalised charge
- `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker,
but still listens to `EmpPulseEvent` for updating visuals.
- `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a
`ChargingComponent` flag to power cells instead of `ActiveCharger` on
itself. Battery and Charger communicate through this flag. Listens to
`EmpPulseEvent` for updating its state machine. New
`ChargerUpdateStatusEvent` allows batteries to update the charger's
status.
- `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and
checks for disabling before updating its charge. Raises
`ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its
charger to start charging again.
- `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent`
before turning power back on.
- `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and
`C.S/VendingMachines/VendingMachineSystem.cs` had redundant
`EmpPulseEvent` listeners culled.
- `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml`
buffed EMP grenade.

## Media
<!-- 
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https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated
video demonstrating changes on a wizden map
https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj -
electrical anomaly crit with updated emp

- [x] I have added screenshots/videos to this PR showcasing its changes
ingame, **or** this PR does not require an ingame showcase

**Changelog**
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🆑
- tweak: EMP Grenades can now disable basically any electrical device,
and stack in disable duration.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-08-06 16:47:49 -04:00
Tayrtahn
a8d082374d Remove all obsolete BatteryComponent method calls (#25871)
Removed all obsolete, non-ECS method calls to BatteryComponent

(cherry picked from commit 2935e5bd780d6cd08897521ba0b54adccb3fd0da)
2024-03-07 01:52:46 +01:00
deltanedas
24810d916b ninja 2 electric boogaloo (#15534)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-10 16:20:27 +10:00
Vasilis
eda7e744a3 Spilling liquids no longer exposes true identify (#18505)
* mama i did it by myself!

* wait how does this fix it? what???

* oops
2023-07-31 19:15:17 -04:00
Vasilis
4f8d4f89d6 Health analyzer displays turns off when the battery dies (#16125) 2023-05-13 12:28:11 -04:00
Slava0135
4646e58cbc Fix apc battery state (#15568) 2023-04-23 18:22:09 +10:00
Leon Friedrich
9513ea66e4 ECS BatteryComponent (#15337) 2023-04-19 20:10:08 +10:00
Leon Friedrich
5b09ee3102 Use AllEntityQuery<> In power systems (#15336) 2023-04-14 12:45:02 -07:00
Slava0135
b2972c1d2c Add emp grenade (#14393) 2023-03-06 11:05:12 -08:00
Leon Friedrich
2351bbb607 Add power debug verbs (#14212) 2023-02-26 04:14:35 +11:00
corentt
67760da204 Add power selling price (#11395) 2022-10-15 14:10:48 -07:00
Rane
7900abb888 Literally Murder IExamine (#7352) 2022-04-08 14:17:25 -07:00
mirrorcult
ec4d4688c7 Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
20kdc
856e570c7b Stop BatterySystem from iterating over every battery just to recharge micro-reactors (#5393) 2021-11-18 20:02:17 +01:00
Vera Aguilera Puerto
0be5ff829b Gets rid of all ComponentManager usages. (#4707) 2021-09-28 13:35:29 +02:00
Pieter-Jan Briers
8c362fcd9b Use non-directed event for powernet battery sync.
Most of the CPU time in the power system was sending these events.
2021-07-29 16:55:09 +02:00
Visne
b7dc3c81ae Remove redundant #nullable enable (#4275) 2021-07-16 17:37:09 -07:00
Pieter-Jan Briers
103bc19508 Pow3r: stage 1 (#4208)
Co-authored-by: 20kdc <asdd2808@gmail.com>
2021-07-04 18:11:52 +02:00