* WantedListCartridge has been added
* WantedListCartridge user interface works
* WantedListCartridge is added as standard in some PDAs
* The CriminalRecordsSystem can now also take into account who created the record
* Added offense history table
* Fix of missing loaderUid for a cartridge without installing the program
* Added personalized information about the target
* The crime history has been finalized
* Added StatusList
* The officer's name has been added to the automatic history
* WantedListCartridge has been added to the HOS locker
* WantedListCartridge has been removed from brigmedic's preset programs
* The StealConditionSystem now takes into account whether a cartridge is inserted or installed
* Added target to thief on WantedListCartridge
* Merge fix
* Removing copypaste
* Fix merge 2
* The sprite of WantedListCartridge has been changed
* Update pda.yml
* Fix scrollbar in the history table
* Upstream localization fix
* `StatusList` has been replaced by `ListContainer` with `TextureRect`
* Margin fix
(cherry picked from commit 1468cbdb8a59beb2dfc9188a3108157496549a57)
* Localization of steal targets
* Correction of localization of theft objects
* The second correction of the localization of theft targets
* Update steal-target-groups.ftl
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Revision of the localization method
* Choosing a simple option for localization
* Fix TechnologyDisk name
* Corrections based on feedback received
* correction of declension
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
(cherry picked from commit ccc5f61584b4017c315cb3df1178eb8a4e391194)
* fixed cartridges installing more than once
* replaced prototypes with CartridgeComponent
* relocated checks from InstallProgram to InstallCartridge
(cherry picked from commit fc40cd79fb1e4a9890b6b7eba3ab707ddbd35bf6)
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.
All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.
The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.
Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.
This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
(cherry picked from commit 1dec19cc052dd22c73cc25dc92b3d0a918ef13fd)
* First commit
* I forgot silly me
* Actually added comments
* spellin
* fixes
* more blacklists
* Minor fixes
* Speech Verb also changes now
* Simple name stuff
* Other fixes
* remove one line of whitespace
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
(cherry picked from commit 327466a6e2e36eba03c4bee397371fec5d3e4a86)
* Add Firebots
Had to add OnActivateInWorld to the spray system to get the bot to work. Checks for the flammable component and if the onFire boolean is true.
* Make SpraySystem actually use useDelay
got rid of that TODO
* Added firebot speech
Fire detected!
(cherry picked from commit 3b682d4d68c82b218a3727961241e519a91677f1)
* proof of concept
* full implementation
* I commited a crime
* t
* min players increase
(cherry picked from commit 470c869ce2cd14136662b1895f2a8e31e68f6f6c)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
* network airlock AutoClose
* least stupid language
* great language
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit b11fdd5f0baa3e3a8e39c3335115fe56a53e9203)
* spawn dragon rule at station edge
* 2
* stuff
* fix round end summary not showing
* no invalid euid
(cherry picked from commit 7c99b5c10b1eb34afe6524b827b51203e7c2a31b)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Add an event for polymorph actions
* Subscribe FollowerSystem to the event
* Add check that unfollow target is actually current target.
* Make followers try to follow on state update; Dirty follower on follow.
(cherry picked from commit 46b19291eae7311c3ee946e45432f0552328792d)
* Silicon Law Sound cue refactor
- Added CueEntityMind to Silicon Law system to more uniformally
send sounds to minds
- Switch all previous MindPlaySound to instead call to the new method
* Change SiliconLawEui to cue the mind
* CR: TryGetComponent and Change the Documentation
- Remove GetComponentOrNull for _entityManager.TryGetComponent
- Change SiliconLawProviderComponent.LawUploadSound to be more general
rather than just referencing lawboards
* Update Content.Server/Silicons/Laws/SiliconLawEui.cs
* Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs
* Silicon-law-cue-refactor - CR:
- Roll the cuing into NotifyLawsChanged via an optional variable for the
cue
- Modify "SetLaws" to take in an optional soundProvider for the cue
- modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via
NotifyLawsChanged
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
(cherry picked from commit a3f10ccfbb01616d08559950b5de4dc1c6df7f6d)
* Localize RenameCommand and delegate most of the process to MetaDataSystem.SetEntityName()
* Make renaming rely on the EntityRenamedEvent. Fix issue where renaming would keep old Examine text
Requires engine change
* Fix localisation strings
* Make PDA search be based on a renamed entity's Uid instead of its old name
To do this the pda component now has an PdaOwner field which gets
assigned when it is given as a loadout to a player
* Fix bad merge???
huh
* Use AllEntityQuery
(cherry picked from commit ee434e397d483c10b1dbf29e736de6a134e82746)
* fix id card console not updating records
* test
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 37ad81c59ca04b10cdc420eb66ae7a9487ecdfaf)
* Special latejoin message for captain
* fix gender in locale
* remove this for now
* shame
* not really shame
* change
* do that
(cherry picked from commit f2b67fc76b5b3f68fd4dd39691710d1f425f3178)
* Fix logging of GetWebhook errors
Yeah let's just not log the error only stack trace.
* I have spent more time today cleaning up garbage than coding new shit, and I am mad
Cleans up the custom vote Discord webhook code because I *happened* to lay my eyes on how completely terrible it was and immediately found an obvious bug with it.
Also did basic QA because jesus christ: it more clearly reports pending votes, properly indicates cancelled votes, improves footer formatting, better error logging, all the usual shit.
Requires https://github.com/space-wizards/RobustToolbox/pull/5375 to avoid test failures
(cherry picked from commit 582a644c243d1c0a0ff660933e811b89024597f6)
* Add failure logging to DiscordWebhook.cs
Add a new function that logs errors with discord webhook's http requests.
Create, Delete, and Edit functions were modified slightly to call the log function but return the same information as before.
The log function logs the error code, caller method using a simple constant (could be better), and attempts to log headers mentioned in issue #30248.
* remove extra ';'
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Move header error logs to debug
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
(cherry picked from commit beb86fa0fec95798ecc3811a93efad3b6675ef93)
* Disable arrivals message for cryosleep late arrivals
* Provide silent to PlayerSpawnCompleteEvent
* Fix typo
* Move message to event and into arrivals system