Commit Graph

17 Commits

Author SHA1 Message Date
sleepyyapril
3330acd9f2 Revert ""Proper" "Softcrit" "Support" (#1545)" (#1741)
traits need to be updated with new "params"

@RedFoxIV

(cherry picked from commit d62392b2fe2c3e651ad1f8492bbceef6dad5138e)
2025-02-15 00:15:22 +03:00
RedFoxIV
daf4f66414 "Proper" "Softcrit" "Support" (#1545)
# Description

Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.

![escape-from-tarkov-raid](https://github.com/user-attachments/assets/7f31702d-5677-4daf-a13d-8a9525fd3f9f)

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->

MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods

TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..

MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-
![image](https://github.com/user-attachments/assets/33a6b296-c12c-4311-9abe-90ca4288e871)
lookin ahh predicate factory

</details>
---

# TODO

done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>

- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>

- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles

not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.

---

<details><summary><h1>No media</h1></summary>
<p>

:p

</p>
</details>

---

# Changelog

🆑
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.

---------

Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
2025-02-15 00:12:50 +03:00
Mnemotechnican
9d5f3b65df Refactor the Language System (#459)
# Description
The language PR was merged early and OH GOD I ALREADY REGRET IT

This PR is intended to provide the missing refactors and address the
issues that were missed due to the early merge.

---

# TODO
- [X] Introduced a polymorphic obfuscation property to the
LanguagePrototype - now it supports more than just 2 hardcoded methods,
and each method can be configured per-language. Currently there are 3
obfuscation methods: replacement (same as replacement accent),
obuscation by syllables and obfuscation by phrases.
- [X] Refactored the existing obfuscation methods to not be a big
hardcoded mess.
- [X] Updated the existing languages accordingly: animalistic languages
are now less of an unreadable mess and include less syllables. Certain
languages like binary and snake seriously benefit from that.
- [X] Refactored the existing commands in response to the
never-addressed review (it got lost among hundreds of others)
- [X] Refactored the commands to be more user-friendly (you can now use
the number of the language in saylang and languageselect which can allow
using keybinds to switch between languages)
- [X] Moved a lot of obfuscation-related stuff from server to shared.
The actual obfuscation process, however, is still done on the server.
That may or may not be subject to change, too.
- [X] Refactored the entire process of resolution of entities'
languages. Instead of raising an event every time it's required to learn
what languages an entity knows, the lists of ALL languages available to
the entity (including via translators) is stored in
LanguageSpeakerComponent and only updated when necessary (e.g. when a
translator gets toggled). The list of languages the entity knows on its
own is now stored in LanguageKnowledgeComponent.
- [X] Made handheld translators automatically change your current
language when activated.
- [X] Rewrote the translator implanter system, now using the real
implants and implanters
- [ ] Rebalance science stuff (translators are incredibly expensive for
what they're worth)
- [ ] Uhhh stuff

---

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

N/A for now

</p>
</details>

---

# Changelog

🆑
- tweak: Translator implants are now proper implants that can be
removed.
- tweak: Animalistic languages should now look less messy.
- fix: Hopefully fixed language menu desync and other issues.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
2024-07-05 19:49:47 -04:00
FoxxoTrystan
82edb60ac6 Languages (#43)
Resolves https://github.com/Simple-Station/Einstein-Engines/issues/37

# Description

This PR adds languages. Every entity who can speak now speaks a specific
language (or Universal, for entities that are not supposed to speak,
which is understood by everyone). Other entities who do not understand
this language will see gibberish (it's possible to learn how certain
induvidual words are spelled. But the spelling changes between rounds).
This means that certain creatures, like xenos, cats, vulps, can
communicate within their species in their own languages. Similarly, it
means that xenos, cats and other things cannot understand GalacticCommon
speakers without a translator or cognization.

An entity may be able to speak multiple languages, or understand a
language but be unable to speak it.

Thi PR was orignally made for Frontier but is now being ported and will
be maintain here.
Orignal PR:
https://github.com/new-frontiers-14/frontier-station-14/pull/671

This PR was made orignally by Mnemotechnician and FoxxoTrystan.

---

# TODO

- [x] Language System. (Check Frontier PR for all the compleated todo
list)
- [x] Port PR from Frontier.
- [x] QOL Changes.
- [x] Missing Default Languages. (Missing default langauges for some
roundstart species)
- [x] Animals Languages.

---

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


![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/fc43efd9-612e-4a6d-8ed6-90a26d315c6f)

![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/b86616a3-d5fb-408d-865e-90d09096b6d7)

![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/ab1e8581-522d-4e7e-95e8-f62575bc5039)

</p>
</details>

---

# Changelog

🆑 FoxxoTrystan / Mnemotechnician
- add: All species can now bring their own cultures and languages

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: fox <daytimer253@gmail.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
Co-authored-by: Lincoln McQueen <lincoln.mcqueen@gmail.com>
Co-authored-by: Arkyfloof <Marvinlinke08@gmail.com>
Co-authored-by: reese1243 <ber23027@byui.edu>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: BlitzDev <145472107+Reese1243@users.noreply.github.com>
Co-authored-by: Arkyfloof <161242062+Arkyfloof@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
2024-06-10 16:48:48 -04:00
LordCarve
ad35a2fda3 Obsolete refactor - ConnectedClient to Channel (#24409)
(cherry picked from commit 05a2e6b3a21e5fb3198432d885bbe28506d85b9c)
2024-01-27 23:44:02 +01:00
Leon Friedrich
1465c02a77 Move ActorComponent to shared (#21293) 2023-10-31 19:12:44 +01:00
deltanedas
7955183b31 fix key debug assert on round restart (#16296) 2023-05-11 13:00:29 +10:00
metalgearsloth
f7950d07e2 Revert "Revert "Emp more effects" (#16159)" (#16165)
This reverts commit 0da5a78509.
2023-05-06 11:26:04 -04:00
metalgearsloth
0da5a78509 Revert "Emp more effects" (#16159) 2023-05-06 20:45:49 +10:00
Slava0135
4d47562dde Emp more effects (#14550)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-05-06 11:38:09 +10:00
Slava0135
53681a8b31 Add telecomms system (#14486) 2023-03-23 20:02:41 -04:00
Leon Friedrich
75a559fa55 Update radio prefix parsing (#13777) 2023-02-19 04:27:56 +11:00
Slava0135
301956ef15 Add solar flare event (#13749)
* add solar flare event (only affects headsets)

* add popup

* cleaner impl using RadioReceiveAttemptEvent

* unused import

* handheld radio and intercom work again

* Revert "handheld radio and intercom work again"

This reverts commit 0032e3c0725a19a465daf1ff1d6b4942a5c14fbb.

* add radio source to Radio events

* intercoms and handheld radios work now

* use Elapsed instead of new field

* add configuration

* better not touch Elapsed

* the

* make popup bigger

* xml comments for configuration

* very minor refactoring

* default config is now in yaml

* lights can break

* use RobustRandom

* use file namespace

* use RuleStarted

* store config in field

* a

---------

Co-authored-by: AJCM <AJCM@tutanota.com>
2023-02-11 20:24:29 +00:00
AlexMorgan3817
daea9eab72 Fix of PERSISTENT headsets (#13784)
Closes https://github.com/space-wizards/space-station-14/issues/13783
2023-01-30 05:32:08 +11:00
AlexMorgan3817
c8b89c7008 Encryption Keys for headsets (#12615) 2023-01-29 11:53:08 +11:00
Leon Friedrich
18c0a2dd6a Radio bugfix (#12604) 2022-11-15 15:30:37 +11:00
Leon Friedrich
0b5a58001c IListener and IRadio purge (#11980) 2022-11-15 15:09:27 +11:00