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>
* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.
For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
* polymorph changes
Adds poly proto ids to polymorph action event and checks for proto id when performing
* nullable proto id
* Replaces instances of Polymorph prototype with a proto id and tryindex
* birdup
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received.
LV Cable -> 10 damage
MV Cable -> 20 damage
HV Cable -> 30 damage
Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine.
While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.
* 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.
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal.
* Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e.
* Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00.
* -Removed cooldown entirely
* Ported over code for delta-v to fix bounties
* Added requested changes
* Removed the station arg from "IsBountyComplete". It is unneeded and all calls just use a null value for it anyways
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
Don't always mark after interact event as handled for welder tools. Done with a view towards allowing disposal interaction post tool system handling.
Co-authored-by: MQuatermain <misterquatermain@pm.me>
* Make mind shield implants unable to be implanted more than once
* Default AllowMultipleImplants to false and update implanters.yml
* Use TryComp instead of TryGetComponent
* Deny multiple implants for fun implants too.
* Make comment more precise
* Add DeviceNetworkJammerComponent & System
Allows for entities to "jam" DeviceNetwork packets.
Whenever a device attempts to send a packet, the
DeviceNetworkJammerSystem listens for the BeforePacketSentEvent.
From there if any entity with the jammer component is within range of
either the sender or receiver of the packet the event will be cancelled.
Additionally jammers can only block packets in certain networks. If a
packet is not being transmitted in one of the networks it can block then
even if the jammer is in range the event will not be cancelled.
The range is stored in the jammer component along with the networks it
can jam.
Jammable network ids are stored as strings which seems to be how custom
networks are stored (E.g. network ids for suit sensors).
To allow for all of this, the BeforePacketSentEvent was modified to
provide the NetworkId.
* Make JammerSystem for the radio jammer use the DeviceNetworkJammer. Remove redundant event.
* Replace calls to TryDistance with InRange
* Adds variations to immovable rod
* slash oopsie
* Changed prototypes from being hardcoded to being defined in the rules component
* Changed from 10% chance to 5%
* Changes based on feedback
* Fix nullable error
* Moved randomized logic to .yaml. Probabilities of alternate rods add up to 5%.
* Check for CRLF in actions workflow
Make emisse weep
* Copy paste bottom text
* I would like to thank StackOverflow for this spite PR.
* Mention file name in message because the workflow tab doesn't display it.
* dos2unix everything
* make landmine work on stepping off
* update methods naming
* made both step modes possible
* updated stepoff event raise to not interfere with game physics internals
* added comments
* figuring out how audiosystem works
* added beep sound effect, updated how stepoff trigger works to make it more consistent
* updated source in attributions.yml
* made stepoff working every time
* introduced suggested changes
* updated janitor's WetSignMine to have audio
* made cleaner events and bashing my head at OnEndCollide event raise
* inverted conditional where applicable
* review
---------
Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add Prometheus stats for admin count
Fixes#20828
Reports time series for admin count. Counts are separated by state (active, AFK, or deadminned) and admin rank.
* Use static constructor instead of static readonly for the metric
Docs recommend this due to inconsistent execution of C# static constructors.
* Remove static usage, use IoC IMeterFactory.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* haunted dungeon
* Initial work
Still needs prefab gen work to make it interesting.
* ime a worm
* weh
* Work
* Slight tweaks
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
- Fix the free node check considering the whole tile and not the poly.
- Clear maps on direction resets.
- More robust arrival checks for pathfinding nodes.
* Prep for DoorRemote Status
* Door Remote Mode Messages
* plural opens and closes
* never trust webedits
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Fixes#26211
Admin messages now have separate "seen" and "dismissed" fields. The idea is that an admin should be able to tell whether a user pressed the "dismiss for now" button. Instead of using "seen" as "show this message to players when they join", "dismissed" is now used for this.
Existing notes in the database will automatically be marked as dismissed on migration. A note cannot be dismissed without being seen (enforced via constraint in the database too, aren't I fancy).
As part of this, it has become impossible for a player to play without dismissing the message in some form. Instead of a shitty popup window, the popup is now a fullscreen overlay that blocks clicks behind it, making the game unplayable. Also, if a user somehow has multiple messages they will be combined into one popup.
Also I had enough respect for the codebase to make it look better and clean up the code somewhat. Yippee.
Wire layouts manually navigate the inheritance hierarchy, but the data fields on the prototypes were also automatically inherited already. This meant that inheriting a wire layout prototype and changing nothing would cause the wires to be duplicated unless they were manually modified on top.
Fix is easy: just disable inheritance on the data fields.
Also, integration test for it.
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* 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
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect
* Move check up to apply to all actions and do thing I forgor to do before
* Change check into an ActionBlocker check that also checks whether the user is sleeping.
* Make checking for Consciousness the default for actions
Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.
* Fix typos my beloved
I had an unbelievable skill issue
* Fix major skill issue
* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
Oops
In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category.
For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right.
Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa).
Fixes#26234
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors.
1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage.
2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math.
Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage.
The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
* Added 18 new bounties + tags, couple of balance tweaks
* Oops, 2 corn tags.
* Fixed another duplicate from merge conflict
* Fixed all arbitrage issues
* Removed metamorphic glass/manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Changed hiviz tag, removed commented out bounty
* Removed extra line
* Change HiViz tag
* Removed unused tag
* Removed LaceupShoes, changed HiViz
* Changed flavor text for fruit bounty
* Removed live mouse bounty
* Make radio jammer block suit sensors
* Fix stupid
Use CancellableEventArgs instead of doing what the hell I was doing before.
* Address Reviews.
Change the event from a CancellableEntityEventArgs to a ByRefEvent.
* Throttle people trying to connect to a full server.
To reduce spam/load on the server and connection logs table.
Players are forced to wait 30 seconds after getting denied for "server full", before they can try connecting again.
This code is an absolute nightmare mess. I tried to re-use the existing code for the redial timer but god everything here sucks so much.
Requires https://github.com/space-wizards/RobustToolbox/pull/4487
* Use new NetDisconnectMessage API instead.
* Add admin.bypass_max_players CVar.
Just something to help with debugging the player cap on dev, I don't expect this to ever be disabled on real servers.
* Added new Buy & Sell specific cargo pallets
* Remapped trading outpost with new pallets, tweaked texture
* Removed debug message
* Fixed/Compacted conditional checking to let old pallets still work for backwards compatability
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
Alright, updating all the references to it.
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Changed textures, changed to enum instead of string for pallet type check
* Few minor code tweaks/formatting fixes
* Missed the prototype change
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
* Update Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix butcherable handling
* ItemSlots for clown shoes
* Return if handled
* Handle if popup
* Whitespace, spoons are metal
* Zero damage plastic utensils, blacklist by metal+melee
* Hmmm truthy
* Plastic knives are knives too, just use that
* Delete unused tag
* Always true if doAfter
* Raw rat meat should be sliceable too