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* Psionics It's a ton of stuff relating to the basic Psionics system and all the powers. I'm saving this as a bit of a sanity check before moving forward. Left to do: 1. Implementing the Psionic faction so that the chat works as intended. 2. Adding the start-state cooldown timers to the actions. * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Some final psionic cleanup. The last batch of content. * Update RobustToolbox * rebased * Revert "Update RobustToolbox" This reverts commit c0cf35d03f828f6ccfeb05fcffd91cf074818fc9. * Update RobustToolbox * Revert "Update RobustToolbox" This reverts commit c4dc828df7912e063ea856b2a83a790bc88d1e09. * Update RobustToolbox * Psionics It's a ton of stuff relating to the basic Psionics system and all the powers. I'm saving this as a bit of a sanity check before moving forward. Left to do: 1. Implementing the Psionic faction so that the chat works as intended. 2. Adding the start-state cooldown timers to the actions. * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Some final psionic cleanup. The last batch of content. * rebased * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Broken Commit With these changes in place, the unit does not work. Recording them so i don't lose my work. * Brings it All Together. Dawn of the final Commit. Rebase completed. * Update RobustToolbox * Changed 'Station Events' to 'StationEvents' and cleaned up the Delta-V Events.yml file of duplicate events. * Delete ghost_roles.yml Duplicate. * Update familiars.yml * Update familiars.yml * Update GlimmerReactiveSystem.cs * Makes tinfoil hats craftable. * Decided I'm not dealing with adding fugitives or Glimmer Wisps right now. * Psionic invisibility won't work now that Eye component exists. Or at least, the integrator test won't psas. * Update special.yml * Added #nyanotrasen code or //Nyanotrasen code to many, many files. * Properly fixes comments. --------- Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> Signed-off-by: PHCodes <47927305+PHCodes@users.noreply.github.com> Co-authored-by: Debug <sidneymaatman@gmail.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
using Content.Server.NPC.Systems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.NPC.Components
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{
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[RegisterComponent]
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[Access(typeof(NpcFactionSystem))]
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public sealed partial class NpcFactionMemberComponent : Component
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{
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/// <summary>
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/// Factions this entity is a part of.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite),
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DataField("factions", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<NpcFactionPrototype>))]
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public HashSet<string> Factions = new();
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/// <summary>
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/// Cached friendly factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> FriendlyFactions = new();
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/// <summary>
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/// Cached hostile factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> HostileFactions = new();
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// Nyano - Summary - Begin modified code block: support for specific entities to be friendly.
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/// <summary>
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/// Permanently friendly specific entities. Our summoner, etc.
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/// Would like to separate. Could I do that by extending this method, maybe?
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/// </summary>
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public HashSet<EntityUid> ExceptionalFriendlies = new();
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// Nyano - End modified code block.
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}
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}
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