# Description
By extremely popular demand(Both internally, and from our downstreams),
this PR reimplements Part Upgrading. Since some of the systems that this
PR touches were substantially changed since the removal of Parts, I had
to do a lot of very in depth by-hand edits of individual systems.
Shockingly, the only one that really proved any trouble was Cloning
System, so I'm genuinely surprised wizden didn't substantially touch any
of these codes since removing parts..
# Changelog
🆑
- add: Part Upgrading has returned!
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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## 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
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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>
* Construct and upgrade mini gravity generator
Now the mini gravity generator can be assembled/disassembled, the necessary machine board has been added to ShuttleCraft technology. Now it is possible to destroy the mini gravity generator and improve its components, thereby increasing the maximum charge of the generator.
* Test with empty OnRefreshParts
Perhaps this will help to get rid of the error during the test...
* Revert "Test with empty OnRefreshParts"
This reverts commit 5f32e15d66a4cb0d8df7578593867062be7872d8.
* Test without OnRefreshParts
Let's check if the problem is multiple inheritance.
* Revert "Test without OnRefreshParts"
This reverts commit d319757aa15a8ebec1237e552213e80eb8042790.
* Enabled by default
Maybe this will solve the problem, and maybe not...
* Swapped the components ApcPowerReciver and GravityGenerator
The previous "solution" did not give results, perhaps this time it will work....
* Revert "Swapped the components ApcPowerReciver and GravityGenerator"
This reverts commit 38759ca5a3465908b97d1d7e6ca583f8e9a97afb.
* Brought everything back to the beginning
* One parent in generator prototype, test
* Revert "One parent in generator prototype, test"
This reverts commit f7275b5d53234d9f66e8b4df0692596e14d82c95.
* Test without switchedOn and charge
* Revert "Test without switchedOn and charge"
This reverts commit 3916de8cc68e488098e6adc1e6b13e00d3f0e1a1.
* Revert "Revert "Test without switchedOn and charge""
This reverts commit 3d95efbfd4cb358b5c04a2302a377d51eb5f34cc.
* Update Resources/Prototypes/Entities/Structures/Machines/gravity_generator.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Per-map parallax support
* Comments for future sloth
* c
* bet
* Fix exception
* VV support
* Fix parallax
* mem
* weightless sounds
* Gravity stuff
* placeholder coz im too lazy to stash don't @ me son
* decent clouds
* sky
* Fast parallax
* Imagine spelling
* Loicense
* perish
* Fix weightless status
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Ambient sound system
Client-side system that plays audio from nearby objects that are randomly sampled.
* Decent
* Tweaks
* Tweaks
* Comment this out for now
* reduce VM sound
* Fix rolloff
* Fixes
* Volume tweak