* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
(cherry picked from commit b292905216948e0c85b04e8ef65a5291dd868eee)
* Added ClothingGotEquipped/ClothingGotUnequipped events
* Better version
* Implemented in a few places
* More implementations
* Add ClothingDidEquipped/ClothingDidUnequipped events
(cherry picked from commit 50631f430d62fc413bc8757f8d1e1c4523417816)
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 1db178b63254c5b509a6493a631fddb596b376a4)
* Block access to solutions in equipped spillables.
* Stop Drink verb appearing if the solution can't be accessed.
(cherry picked from commit 1b94e0156311c918d17c7de4b79fedd328e04efc)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981fd7654f6ebec36f16cc8fabdd04b6a7)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* Space lube now makes you slide
* review
* oh lord he slippin
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 4f3b8d740cecfb736b018fd78a2be71f5397644d)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 064d52db412d9cf80ace425db8573aea2dfc7d81)
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
(cherry picked from commit 0ae3858b69b695697ea9300609460f8ddb70ebbf)
* blue blood now requires copper instead of iron to cure bloodloss
* arachnid species now needs copper to cure bloodloss and copper pills added to medkits.
* fix puddlesystem proto
* remove the cool
* no longer uses hastag, instead uses custom heart organ and hasorgan.
* fix
* soap reagent and soapy water
* make soapy water recognizable
* Fix tile cleaning bug
CleanDecalsReaction was able to take more than the reactVolume it was given.
* make soapy water an evaporating reagent
* Tile reactions when mopping
* Fix indescribably soap flavor
* Adjust soap flavours
Soap and soapy water now taste clean and syndie soap tastes like punishment.
* Better soap numbers & DeleteOnSolutionEmpty
* Changed TrashOnEmpty to TrashOnSolutionEmpty
* Last TrashOnSolutionEmpty change
* Fix merged code not compiling
* Requested changes.
* Add DumpableSolutionComponent
Separates out the component from "DrainComponent" that allows one to drag a bucket/any reagent container onto a drain/sink/toilet to empty it and allows other reagent containers to reuse the code effortlessly.
* Give the ChemMaster 4000 the DumpableSolution Component
Allows drag and dropping solutions into the ChemMaster much like you used to be able to do exclusively with drains. This also allows dumping jugs into them.