* Move DnaComponent to shared
- Add Using statements to AdminSystem and StationRecordsSystem to point
to Content.Shared.Forensics
* Proper namespacing
* Revert an un-intended change
* Add Networking to DNA Component
* CR - Remove ("dna")
* CR - add back ("dna") tag
(cherry picked from commit 1c8e7443ae7f3a14c32f78709e75e04d9d304eed)
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
(cherry picked from commit ef1fadf2752789ffc4f59309e2dd7490aee6f4e7)
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
(cherry picked from commit 07174d0aaf2832bc6ecc3a6baba21bc0aa5e0556)
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 190ceda02eab7b3eee7d34542c35e5a3f4a8b487)
<!--
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# Description
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Fixes the surgical and insulated jackets made for Xelthia to block
fingerprints, as these cover hands.
Also makes it so other outerClothing can also use the FingerprintMask
component. Gloves are treated as though they are on top.
---
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This last one is from testing to make sure things apply in a logical
order.
(cherry picked from commit 8065bda13015fdd4139a26912a4655536a09c307)
# Description
Fixes cleaning forensics off of an object being impossible unless it has
a scent. Explained in the latest (to date) comment to #715.
Also removes some unnecessarily duplicated code and inverts an if
condition.
# Changelog
🆑
- fix: Soap once again can be used to clean evidence off.

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# Description
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This PR is the rework regarding the unique feature for vulpkanins, this
is mostly due to the "FORCED" Issue by VM:
https://github.com/Simple-Station/Einstein-Engines/issues/711
This PR will mostly add the new features that will mostly make
Vulpkanins unique.
For Vulpkanin Stats changed please check this PR:
https://github.com/Simple-Station/Einstein-Engines/pull/713
- Flash Damge: Flashable has 2 new variables "EyeDamageChance" (Float)
and "EyeDamage" (int), those are default to 0 but if changed could give
a chance from 0 to 1 to give EyeDamage from the EyeDamage Value, this is
not fixed to vulpkanin and can be added to anything with the "Flashable"
Component.
- ScentTracker: Add a new Forensics type "Scent", scent will spread on
everything you wear and only the ent with the "ScentTrackerSystem" can
track a scent, tracking a scent will leave an effect on those who has or
the item with the scent, scent can be cleaned away with soap or you can
compleatly generate a new scent of a person by cleaning yourself, note:
someone with a scent does not mean his the one making that scent, they
may just have an item with the scent in their bag!
- Vulpkanins Screams: I have 5 Fox Screams that need to be edited and
need to be added in-game for vulpkanins with a lisence, just need to
have the time to do it and this PR seem the perfect place for it.
---
# TODO
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Flash Damage
- [x] Scent System
- [x] ScentTracker System
- [x] Vulpkanin Screams
---
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---
# Changelog
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🆑 FoxxoTrystan
- add: Forensics Scent Type and Vulpkanins can now track scents, better
keep yourself clean!
- tweak: Vulpkanins eyes are sensetive, please dont flash them with
lights as this could damage them.
- add: Vulpkanins now has their own screams!
---------
Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
## Mirror of PR #26216: [Unify `Content`'s `EntitySystem`
logging](https://github.com/space-wizards/space-station-14/pull/26216)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `eeaea6c25b496106eb741e93738f2ab8503949ba`
PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-17 20:05:08 UTC
---
PR changed 13 files with 43 additions and 82 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> <!-- 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? -->
> Log things via `Log` with generated sawmill name rather than an
explicitly set one for all Content `EntitySystem`s, except the ones with
`Rule`s. In all cases the explicit `_sawmill` was redundant.
>
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> - Bringing consistency to logs (all logs originating from
`EntitySystem` should be recognizible in the logs `system.something`).
> - Logs' sawmills match system class name to assist with debugging.
> - Less likelihood of someone building a new `EntitySystem` to
copy-paste the unnecessary `_sawmill` and instaed use the appropriate
inherited `Log` instead.
>
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This addresses **_just_** `Content`'s `EntitySystem`s.
>
> `GameRuleSystem` **and all classes inheriting from it are excluded.**
I want to include both the calling system name and the rule name in the
sawmill name - this however requires engine changes. I thus opted to cut
out that part and made this a `Content`-only PR.
>
> Also, even with the rule changes, the `GameRule`s themselves will be
excluded pending antag refactor, because currently they are a _hot-hot_
mess and I'm sure it's preferable by everyone for me to wait for it to
cool down before introducing merge conflicts unnecessarily.
>
> Log Sawmill changes:
> **System class | current master sawmill | this PR's sawmill**
> `VaporSystem.cs`: `vapor` -> `system.vapor`
> `DeviceListSystem.cs`: `devicelist` -> `system.device_list`
> `ForensicScannerSystem.cs`: `forensic.scanner` ->
`system.forensic_scanner`
> `MappingSystem.cs`: `autosave` -> `system.mapping`
> `MechSystem.cs`: `mech` -> `system.mech`
> `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation`
> `NpcFactionSystem.cs`: `faction` -> `system.npc_faction`
> `EmergencyShuttleSystem.cs`: `shuttle.emergency` ->
`system.emergency_shuttle`
> `EventManagerSystem.cs`: `events` -> `system.event_manager`
> `VendingMachineSystem.cs`: `vending` -> `system.vending_machine`
> `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly`
> `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link`
> `ThirstSystem.cs`: `thirst` -> `system.thirst`
>
> Manually tested most (all that I had doubts about) and confirmed that
`LagCompensationSystem`'s `Log.Level` is getting correctly set like
this.
>
> ## Media
> <!--
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
>
> If you're unsure whether your PR will require media, ask a maintainer.
>
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
>
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
>
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log sawmill name changes. Any analyzers/other software that processes
logs needs to be adjusted to new sawmills. Full list of changes in PR -
section Technical details.
</details>
Co-authored-by: SimpleStation14 <Unknown>
* refactor ops
* inherit dna and fiber when fish hydrated
* :trollface:
* kid named finger
* :trollface:
* move rehydrating to shared :trollface:
* nobody noticed the popup being missing all this time
* method ops
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 550612a37f4fd61088c994b289c833ed3d564855)
* Add more DNA interactions
* remove unused import
* update based on feedback
* Add event for chemistrysystem.injector
* move event to shared; transfer dna to implanter
* doafter and interaction event fixes
* add BreakOnHandChange
* doh
* use events instead of updating component directly
* Add DataFields to ForensicScannerComponent fields
* Convert most events to system api call
* DNA component
* Commit numba 2
* Added DNA into Station Records Computer
* commit numba 3
* commit numba 4
* Vomit also contain DNA component now
* fixed DNA field not clearing after scanning another item
* commit numba 10
Drinking leaves DNA on an object. Breaking glasses, bottles and beakers leave DNA and leave fingerprints/fibers with 40% chance on glass shards. + lotta fixes
* 11
* 12
* 14
* Added DNA guide entry
* FIX
* Add missing Dispose method to ForensicScannerBoundUserInterface.
* Remove old code from ForensicScanner.
* Prevent forensic scanner from being used on the floor and allow its window to stay open when active hand is swapped.
* Use more standardized UI code for ForensicScanner.
* Add a delay to ForensicScanner printing.
* Show name of what was scanned on ForensicScanner UI.
* Add a print sound for ForensicScanner.
* Add more error reporting for ForensicScanner.
* Centralize common logic in ForensicScannerSystem.
* Allow ForensicScanner blank printouts.
* Tweak ForensicScanner audio parameters.
* starter API
* network ID cards
* Port more stuff from old identity
* Re-implement identity representation + name updating
* move
* proper name returning for `IdentityName`
* move everything important to server, give in to temptation
* shared / server / client split sadly. move ensure to shared and spawn to server
* identity update queueing + identityblocker
* fixes
* and just like that it's usable for admins
* huge identity pass
* pass dos
* jesus christ
* figs :D
* fuck u
* fix bad merge.
Co-authored-by: Moony <moonheart08@users.noreply.github.com>