Commit Graph

46 Commits

Author SHA1 Message Date
RedBurningPhoenix
1ff67e0309 [Fix/Tweak] Vendomats and smuggling (#621)
* NoMoreFreeItems

* Okay

* Okak...

* attrib. + markings

* space

* OkakX2
2025-07-05 12:14:22 +10:00
vanx
2453a221d6 [Fix] Nano Med (#618)
nano med :D

Co-authored-by: vanx <discord@vanxxxx>
2025-06-19 20:23:48 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
<!--
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Remove these comments before submitting
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# 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

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
DEATHB4DEFEAT
47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +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
<!-- 
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]):
-->
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**
<!--
Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
-->

🆑
- 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
97cb947411 Separate "thank you" messages from general ads (#25867)
* Separated "thank you" messages from general ads

* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.

* Rename PackPrototypeID to Pack in both components.
2024-07-11 19:49:43 -07:00
SimpleStation14
cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## 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>
2024-05-11 23:43:39 -04:00
Ed
25dbae8f9c Lock Anomaly generator to research access (#24464)
* small patch

* fix

* remove garbage

* fix

* moved to shared events

* fix

* LocId

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 498ad2d5d714c73d9212bda9d3d89d53b2001e04)
2024-02-08 12:11:07 +01:00
LordCarve
3dfd479199 DamageSpecifier Total => GetTotal (#24160)
* DamageSpecifier [Obsolete] Total => GetTotal()

* Remove obsolete Total member from DamageSpecifier.

(cherry picked from commit c77eb8691dc08d384a88ddaf3b734f7777d741b5)
2024-01-27 23:42:35 +01:00
Pieter-Jan Briers
56fb80ad34 BUI bugfixes / improvements (#23881)
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.

Also fixes it to check UiKey properly.

* Remove unnecessary CrewManifestViewer on PDAs

This is for a pop-up crew manifest UI, which the PDA doesn't use.

* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.

Uses the new helper method in engine.

* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.

* Fixes for disposal router/tagger UI.

Code was badly copy pasted without changing identifiers, never worked.

Also cleaned up some of the logic (text trimming, sounds).

Also removed the "refuse to work if you have something in your active hand" check like why.

* Avoid running most ActivatableUIComponent logic when closing a UI via toggle

Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.

This probably fixes a bug or some other dumb behavior somewhere.

* Bitch

(cherry picked from commit 123a4147dea2945f6c60fe9e4e0a3aa2da75e1dc)
2024-01-26 22:38:21 +01:00
Tayrtahn
7ff87f4feb Fix vending machine thank you flag timing (#24049)
Fix thank you flag timing

(cherry picked from commit 055d62f560500765f5893445733423c12b0c3427)
2024-01-26 22:36:38 +01:00
Tayrtahn
95f71103e8 Fix fatal error when closing vending machine wire UI (#23815)
That's a whoops on my part

(cherry picked from commit be118013a949389ca98b3ab8ba3307eb867706af)
2024-01-26 22:21:18 +01:00
Tayrtahn
879e8b2cb3 Reduce vendor thank you message spam and add variety (#23746)
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.

* Only display thank yous when closing the UI after a purchase.

* Tweaked a few messages

* More custom messages

* Missed one

(cherry picked from commit eb9770efb91fab68696938008fedb5ab1a10f15f)
2024-01-26 22:14:58 +01:00
lzk
20471b116d Make only advertise vendors say thanks for using (#23726)
* :trollface:

* :trollface: 2

(cherry picked from commit 945a402d109ca5b5f5fd40fa86030da3bd37a787)
2024-01-26 22:12:04 +01:00
lzk
17f4ecbab5 Vendors now will say "Thanks for using!" (#23023)
* comit1

* comit2

* comit 3

* Update Content.Server/VendingMachines/VendingMachineSystem.cs

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 59e758ae2a889a699e991da090cd7e741cef2ecb)
2024-01-26 21:29:29 +01:00
metalgearsloth
d084dd2efb Fix component constraints (#20241) 2023-09-27 21:59:12 +02:00
DrSmugleaf
c71f97e3a2 Refactor actions to be entities with components (#19900) 2023-09-08 18:16:05 -07:00
Leon Friedrich
af79f369ae Remove outdated access reader method. (#19765) 2023-09-03 11:05:22 +10:00
metalgearsloth
68480af109 Update content vectors to numerics (#17759) 2023-07-08 14:08:32 +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
Nemanja
7f3846b7c0 Reduce vendor restocking time + some code cleanup (#16025) 2023-05-03 15:38:03 +10:00
Leon Friedrich
19277a2276 More DoAfter Changes (#14609)
* DoAfters

* Compact Clone()

* Fix mice and cuffables

* Try generalize attempt events

* moves climbabledoafter event to shared, fixes issue with climbable target

* Fix merge (cuffing)

* Make all events netserializable

* handful of doafter events moved

* moves the rest of the events to their respective shared folders

* Changes all mentions of server doafter to shared

* stop stripping cancellation

* fix merge errors

* draw paused doafters

* handle unpausing

* missing netserializable ref

* removes break on stun reference

* removes cuffing state reference

* Fix tools

* Fix door prying.

* Fix construction

* Fix dumping

* Fix wielding assert

* fix rev

* Fix test

* more test fixes

---------

Co-authored-by: keronshb <keronshb@live.com>
2023-04-02 21:13:48 -04:00
metalgearsloth
377f473ced Change pricingsystem a bit (#14470) 2023-03-24 15:27:55 +11:00
keronshb
9ebb452a3c DoAfter Refactor (#13225)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-02-25 01:01:25 +01:00
deltanedas
98b02b3d97 make emagged marker component (fixed version of #13867) (#14096)
* The all-in-one hacking solution
The thinking man's lockpick
The iconic EMAG

* emagged medbay's stasis bed

* left med, emagged sec' apc

* went back to chem, emagged the dispenser

* emagged the fax while i was there

* had a donut while waiting for emag to charge

* i broke into the bridge then announced 'mandatory johnson inspection in medical'

* get system instead of dependency

* feedback

* net suggestion

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* use EnsureComp and import NetworkedComponent

---------

Co-authored-by: deltanedas <user@zenith>
Co-authored-by: deltanedas <deltanedas@laptop>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-02-18 19:03:06 -06:00
Nemanja
d87d8f2886 predict emag and make blessed record struct events (#13623) 2023-01-22 02:12:45 +11:00
Vordenburg
5553976d70 Add supplies to restock vending machines. (#11506) 2023-01-01 15:42:56 -08:00
Nemanja
faca40b8d5 more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2022-12-25 05:28:21 +01:00
Leon Friedrich
881a2b2ece PopupSystem public methods rejig (#12830) 2022-12-19 08:41:47 +11:00
Leon Friedrich
6917b0fe17 Misc audio and related changes for replays (#12578) 2022-11-22 11:49:48 +11:00
metalgearsloth
0b38589728 Raise power events by ref and not broadcast (#11923)
Also some other minor stuff.
2022-10-14 23:08:15 -05:00
metalgearsloth
ad7a851e27 Cargo economy balance (#11123)
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
2022-09-15 11:53:17 +10:00
Andreas Kämper
42f3155c85 Clean up vending machines and port their visualizer (#10465) 2022-08-31 05:12:09 -07:00
Leon Friedrich
5449e7875e Vending visualizer update (#9962) 2022-07-26 10:35:36 +10:00
EmoGarbage404
f5e11102ba Vending Machine Abuse (#8863)
* piece of shit i'll abuse your vending ass

* placeholder

* Update types.yml

* threshold
2022-06-23 14:52:28 +10:00
keronshb
f7b1bda3e5 Reorders Sound Systems signatures to match Popup Systems. (#8728) 2022-06-13 09:45:47 +10:00
keronshb
d5620aa833 AccessReader IsAllowed use resolve (#8527) 2022-06-01 08:26:50 -07:00
metalgearsloth
2d873a2cf2 Add static "IsPowered" method (#8434)
* Add static "IsPowered" method

* Use IsPowered in more places

Co-authored-by: wrexbe <wrexbe@protonmail.com>
2022-05-26 17:36:12 -07:00
Flipp Syder
8f223586d4 Vending machine changes (#8060)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-05-10 12:22:58 +10:00
Alex Evgrashin
50ae467c76 Remove IDestroyAct, IBreakAct (#7876) 2022-05-02 15:43:25 -07:00
Rane
7a6d3e69a8 Emaggable vendors + Familiars for Chaplain (#6961) 2022-04-17 17:16:02 +10:00
Leon Friedrich
de190e4e2f Throw out throw helpers (#7195) 2022-03-24 00:33:01 +11:00
Rane
926e36d81d Convert almost all IActivate instances that open UIs to ActivatableUI (#7028)
* Chem master

* Drone support for handhelds

* Vending machines, scanners

* Cloners, R&D computers

* make research a little less sussy

* Unfuck wires

* PA control computer

* Unfuck merge

* Clean up git gore for good

* Disposals

* Microwaves

* paper

* Magic mirror

* More vendors for drones

* Solar computer whitelist

* EFR review updates
2022-03-12 11:26:06 -07:00
Fishfish458
b837b186a5 Attempted Small Vending Machine Refactor (#6157)
Co-authored-by: fishfish458 <fishfish458>
2022-01-31 15:16:41 +11:00