* Add admin log when someone gets gibbed by a shuttle
* Make shuttle gibbing work properly again
* Fix immovable rod gibbing, no longer puts you into nullspace
* Update Content.Server/ImmovableRod/ImmovableRodSystem.cs
* Update Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* Emergency Lights now change color depending on alert level and whether or not they are powered.
* Made a condition for null alert level, added summary doc.
* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
* Chatfactor: Chat Repository, Admin Commands, Chat Created Events
This addition-only PR covers a repository that stores chat messages.
This PR defines what chat messages can be stored, what can be done
with those stored messages, and what events occur when the repository
does things.
This PR also includes to admin commands that show how the repository
will be used for administration purposes at first. Because all chat
messages will be uniquely identified per round (and, as rounds are
uniquely identified, are essentially a GUID) we can delete, amend
or nuke messages.
Note there's no "amend" command right now. The original chatfactor PR
didn't include one, and I'm avoiding further feature bloat with these
chatfactor PRs...
* Remove an event that shouldn't be in this PR
* Resolve PR comments.
* Resolve peak goober moment
* Also make sure we tell the user why if their delete command fails
* Supply a reason if the nukeuserids command is malformed
* Tidy messages
* Some more docstring tidyup
* Imagine tests handling IOC correctly chat
* Imagine tests handling IOC correctly chat
* Resolve PR comments
* Fix goobering with needing to use ToolshedCommand
* In which we bikeshed toolshed
* loud metal pipe sound effect
* One must imagine funny boulder pushing man happy
* Move commands to new folder
* Mald, seethe, cope.
* I hate toolshed I hate toolshed I hate toolshed
* Fix command ftls
* Bit of tidy-up and a YAGNI removal of a get we don't need yet
* Whelp lmao
* UserIDs are in a weird fucky state I didn't anticipate, so I've removed the remove-by-userID command for the time being.
* Rename ChatRepository to ChatRepositorySystem.
* Resolve PR review comments
---------
Co-authored-by: Your Name <you@example.com>
* Implemented Shakeable
* Prevent shaking open Openables
* Prevent shaking empty drinks. Moved part of DrinkSystem to Shared.
* DrinkSystem can have a little more prediction, as a treat
* Cleanup
* Overhauled PressurizedDrink
* Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun.
* We do a little refactoring.
PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy.
* Documentation, cleanup, and tweaks.
* Changed fizziness calculation to use a cubic-out easing curve.
* Removed broken YAML that has avoid the linter's wrath for far too long
* Changed reagent fizzy bool to fizziness float.
Solution fizzability now scales with reagent proportion.
* Rename file to match changed class name
* DoAfter improvements. Cancel if the user moves away; block if no hands.
* Match these filenames too
* And this one
* guh
* Updated to use Shared puddle methods
* Various fixes and improvements.
* Made AttemptShakeEvent a struct
* AttemptAddFizzinessEvent too
* texture appropriation
* add code for projector
* add chameleon projector yml
* damage and actions
* prevent small props being killed round removing you (700 damage from a single shot)
* tweak default
* oop
* do appearance properly, need engine update
* fix bugs, blacklist pda
* remove status icons
* amou
* sus
* fix test + make props fast
* amouuuung
* remove funny log
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Optimized the drawing of lines and tracked entities
* Optimized nav map updating and added thin wall support
* Added support for thin doors
* Removed floor tile seams, more line drawing optimizations
* Fixed split grids not updating correctly
* Cleaned up NavMapControl code
* Fix nav map header
* Converted nav map updates from system network messages to delta-states
* Addressed review comments
* Fixed timing issue where NavMapSystem would update before AirtightSystem did
The gas analyzer now shows the volume of pipes, tanks, canisters and the environment.
Adjust gas analyzers so that the volume and number of moles shown corresponds to only the scanned element, e.g. a canister or single pipe in a pipenet.
* Fix capitalization for pirates and rats
* Deal with replacements better
* Be smarter about caps
* Do last word properly
* Variables named a bit better
* Fix Consistency
* Undo change that's not needed anymore
* Fix up pirate since it doesn't need to check early either
* Make mobster replacin' a bit better anyway
* Remove extra space
* Use capture groups for mobster in', add comments for first and last words
* Slightly more clarification with comments
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
---------
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
Slight blunder on the loadout prototype being used and all the names aligning means playtesting didn't catch it earlier.
Ideally player spawning code wouldn't have sucked so I could add tests like I wanted but it is what it is.
* mobs burn to ashes on excessive heat damage
* remove comment, remove random lines I didn't mean to add
* combine code into behavior
* clean unused
* fix namespace
* drop next to
* fix spawn entities behavior spawning entities outside container
How can ONE DATABASE COLUMN have so many cursed issues I don't know, but it certainly pissed off the devil in its previous life.
The start_date column on round entities in the database was added by https://github.com/space-wizards/space-station-14/pull/21153. For some reason, this PR gave the column a nonsensical default value instead of making it nullable. This default value causes the code from #25280 to break. It actually trips an assert though that's not what the original issue report ran into.
This didn't get noticed on wizden servers because we at some point backfilled the start_date column based on the stored admin logs.
So I change the database model to make this column nullable, updated the C# code to match, and made the existing migration set the invalid values to be NULL instead. Cool.
Wait how's SQLite handle in this scenario anyways? Well actually turns out the column was *completely broken* in the first place!
The code for inserting into the round table was copy pasted between SQLite and PostgreSQL, with the only difference being that the SQLite key manually assigned the primary key instead of letting SQLite AUTOINCREMENT it. And then the code to give a start_date value was only added to the PostgreSQL version (which is actually in the base class already). So for SQLite that column's been filled up with the same invalid default the whole time.
Why was the code manually assigning a PK? I checked the SQLite docs for AUTOINCREMENT[1], and the behavior seems appropriate.
I removed the SQLite-specific code path and it just seems to work regardless. The migration just sets the old values to NULL too.
BUT WAIT, THERE'S MORE!
Turns out just doing the migration on SQLite is a pain in the ass! EF Core has to create a new table to apply the nullability change, because SQLite doesn't support proper ALTER COLUMN. This causes the generated SQL commands to be weird and the UPDATE for the migration goes BEFORE the nullability change... I ended up having to make TWO migrations for SQLite. Yay.
Fixes#26800
[1]: https://www.sqlite.org/autoinc.html
* Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled
* merge conflicts
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Implement changes on not-cooked branch
* Made it work
* Fix update appearance calls
* Fix extra indents, clean-up code, fix tests hopefully
* Fix hammy cagecrate
* Fix messing up the yml, add artifact crate specific labels back in
* Visual Studio hates yml, sad
* Seperate the colors for cargonia
* sorry json
* make label move with artifact door
* Apply suggestion changes
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix remaining crate offsets, add a few for livestock and graves (why are you labeling graves) and coffin label sprites (why are you labeling coffins??)
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Fix pulling when already pulling
The TryStopPull were failing due to wrong arguments provided.
Replacing the virtual item in hand with a different pull was failing due to the hand not being cleared.
Fix stop pulling checks that had the wrong variables provided.
VirtualItems are already queue deleted at the end of HandleEntityRemoved.
* make cryo remove crewmember's station record when going to cryo
* Revert "make cryo remove crewmember's station record when going to cryo"
This reverts commit 9ac9707289b5e553e3015c8c3ef88a78439977c6.
* make cryo remove crewmember from station records when the mind is removed from the body
* add stationwide announcement for people cryoing (remember to change pr title and desc)
* minor changes
* announcement actually shows job now
* requested changes
* get outta here derivative
Clipping a plant in any condition currently causes it and its clippings to be damaged.
Make clipping harvestable (already eligible for seed extractor) plants yield seeds at full health.
* add button to menu
* networking and component work
* try to add access stuff
* main functionality done
* add access lock? I think?
* remove extra line
* fix access system
* move SkipTime to StationCargoBountyDatabaseComponent
* Disable/Enable skip button based on cooldown
* remove debugging
* add access denied sound
* remove DataField tags
* dynamic timer
This command allows you to grant a player temporary privilege to join regardless of player cap, whitelist, etc. It does not bypass bans.
The API for this is IConnectionManager.AddTemporaryConnectBypass().
I shuffled around the logic inside ConnectionManager. Bans are now checked before panic bunker.
* Adds the option for you to toggle your OOC Patron color visibility to yourself and others.
* Makes the button magically disappear if you arent a patron
* Moved is canInsert check to before miss check
* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Make the advanced treatment modules beakers explosion-proof.
* undo changes
* Epic rename fail
* Explosion recursion data field
* Logic for data field
* Replace the teleportation logic on the SCRAM implant!
Now instead of just trying to pick a random tile in range 20 times, the
scram teleportation logic now:
- Gets a list of grids in range
- Until a suitable tile is picked it picks a random grid
- From that grid it picks a random tile.
- If the tile is suitable, then it is set as the target and the user
will be teleported there.
- Grids and tiles are randomly picked as outlined above until a valid
tile is found, or all valid grids and tiles are exhausted.
- Should no suitable tile be found then they get teleported to the same
position they are at. Effectively not teleporting them.
* Actually make the defaults sane which I forgor in the last commit
* Extract tile section to its own function. Bias selection for current grid. Use proper coords for box.
* Address reviews as much as possible
* Address reviews
* 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
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add door electronics configuration menu
* Use file-scoped namespaces
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Open door electronics configuration menu only with network configurator
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Make the access list in the id card computer a separate control
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix merge conflict
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove DoorElectronics tag
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Integrate doors with #17927
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Move door electornics ui stuff to the right place
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Some review fixes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* More fixes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* review fix
Signed-off-by: c4llv07e <kseandi@gmail.com>
* move all accesses from airlock prototypes to door electronics
Signed-off-by: c4llv07e <kseandi@gmail.com>
* rework door electronics config access list
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove Linq from the door electronics user interface
* [WIP] Add EntityWhitelist to the activatable ui component
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Better interaction system
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Refactor
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix some door electronics not working without AccessReaderComponent
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Move AccessReaderComponent update code to the AccessReaderSystem
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unnecesary newlines in the door access prototypes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unused variables in access level control
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unnecessary method from the door electronics configuration menu
Signed-off-by: c4llv07e <kseandi@gmail.com>
* [WIP] change access type from string to ProtoId<AccessLevelPrototype>
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unused methods
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Newline fix
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Restored to a functional state
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix access configurator not working with door electronics AccessReaderComponent
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Replace all string access fields with ProtoId
Signed-off-by: c4llv07e <kseandi@gmail.com>
* move access level control initialization into Populate method
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Review
---------
Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Adds the CentComm Disk and configures it to work with direct-use shuttles
* Added functionality for drone shuttles (i.e. cargo shuttle)
* Adds support for pods, and a disk console object for disks to be inserted into. Also sprites.
* Added the disk to HoP's locker
* Removed leftover logs & comments
* Fix for integration test
* Apply suggestions from code review (formatting & proper DataField)
Co-authored-by: 0x6273 <0x40@keemail.me>
* Fix integration test & changes based on code review
* Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks
* Check pods & non-evac shuttles for CentCom travel, even in FTL
* Import
* Remove CentCom travel restrictions & pod disk consoles
* Major changes that changes the coordinates disk system to work with salvage expeditions
* Missed CC diskcase removal
* Fix build
* Review suggestions and changes
* Major additional changes after merge
* Minor tag miss
* Integration test fix
* review
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
As it turns out, they are not in fact on their own netid. They are
actually just on wireless. The way I had tested my previous pr led to
this mistake being made. I originally had the radio jammer block
wireless as well, but decided to take out under the flase assumption
that it suit sensors were actually on their own netid and did not
require the ability to block all wireless packets at the last moment.
* created the AccentComponent and the AccentSystem
* word replacement schtuhff
* made it a trait fr ongg!!1
* Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Can now search the uplink store interface with a searchbar.
* Search text updates no longer send server messages. Persists listings locally.
* Formatting fixes and tidying.
* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.
* Update Content.Client/Store/Ui/StoreMenu.xaml
* Review change; moved localisation helper functions to their own class.
* Prevent thread-unsafe behaviour as-per review.
* Remove dummy boxcontainer
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>