Commit Graph

28 Commits

Author SHA1 Message Date
Milon 90c51a59a0 make RefreshOverlay default to the player session (#32354) 2025-02-14 16:09:48 +00:00
Zachary Higgs 380e743849 Fake mindshield componentry and Implanter (#34079)
* Fake Mindshield (With some bad sprites)

- Add FakeMindshield System and Component

- Add FakeMindsheildImplantSystem and Component

- modify ShowMindShieldIconsSystem to check for FakeMindshields

- add all supporting yaml for the Implants, action and uplink

- add loc file stuff

- add unfinished sprites

* Cleanup, add to thief toolbox, remove metagame

- Move Implant sameness check to AFTER the implant DoAfter
to prevent instant identification of Deception Implants

- cleanup the systems and components

- add the fake mindshield to the Thief toolbox

* part 1 of fixing the folder problem

* Make the fakemindshield sprite folder lowercase

* CR - Move ImplantCheck into shared, cleanup

- Moved ImplantCheck and eventsubscription into Shared

- Remove Client/Server extensions of FakeMindshieldImplantSystem and
FakeMindShieldSystem and make shared Sealed

- make OnToggleMindshield Private, use the event!

* CR - Cleanup extra lines, fix some Prototype

- cleaned up extra liens in ImplanterSystem and
SharedFakeMindshieldSystem from when i was developing

- Uplink catalog no longer lists the implant in 2 spots,
only implants now, also uses the On state action icon

- added a comment about why it's reraising the action event
rather than directly interacting with the FakeMindshield Component

* Fake Mindshield CR:

- Added a comment about IsEnabled

- moved OnFakeMindShieldToggle to Entity<> from Uid, Comp

- fixed some formatting in uplink_catalog

* CR - Add a bit more comment
2025-01-28 05:03:05 +00:00
MilenVolf 9b4b264012 Replace obsolete GetTilesIntersecting methods (#32455)
* Remove usage of obsolete GetTilesIntersecting round 1

* Oop wrong uids

* Remove usage of obsolete GetLocalTilesIntersecting round 2

* Remove usage of obsolete GetLocalTilesIntersecting final round

* weh

* Fix using `SharedMapSystem` in `StencilOverlay`
2024-12-07 21:55:22 +00:00
Pieter-Jan Briers 4aecc673ae Borg type switching. (#32586)
* Borg type switching.

This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.

New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.

These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.

The modules that each borg type starts with:

* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning

Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.

Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.

The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.

Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.

The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.

There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.

* Fix sandbox failure due to collection expression.

* Module tweak

Fix salvage borg modules still having research/lathe recipes

Engie borg has regular tool module, not advanced.

* Fix inventory system breakage

* Fix migrations

Some things were missing

* Guidebook rewordings & review

* MinWidth on confirm selection button
2024-11-15 19:35:37 +00:00
Kirus59 56dcba3782 Hunger and thirst huds fix (#32832)
* Hunger and thirst huds fix

* delete poor caching
2024-11-15 17:28:49 +00:00
slarticodefast f6a850476c Add tooltips to the agent ID job icons and improve status icon prototypes (#28575)
* add tooltips to agentid job icons

* forgot to stage this

* make StatusIconPrototype abstract

* minor visual improvements

* cleanup

* use currentculture to sort job names

* review
2024-08-09 19:17:05 +01:00
Ed ac3f6eb2b6
clean up weather systems (#28792)
* clean up weather systems

* Update WeatherComponent.cs

* Update SharedWeatherSystem.cs

* some fix

* Update SharedWeatherSystem.cs

* Update WeatherComponent.cs

* Update WeatherComponent.cs

* revert autoPause

* Update SharedWeatherSystem.cs
2024-07-25 00:18:03 +02:00
AJCM-git 95dd203ec6
Small code cleanup to health bar (#28554) 2024-06-08 19:59:29 +02:00
AJCM-git 426896a432
Cleans up StatusIconSystem and fixing some bugs (#28270) 2024-06-08 19:59:10 +02:00
eoineoineoin c62bd23656
Replace Matrix3 with System.Numerics.Matrix3x2 (#27443)
Replace Matrix3 with Matrix3x2
2024-06-06 21:44:48 +02:00
DrSmugleaf 94375b73ce
Make it possible to hide full health bars below a total damage threshold (#28127)
* Make it possible to hide full health bars below a total damage threshold

* Fix not setting state
2024-06-01 17:00:25 +02:00
Krunklehorn 02567b4afa
Refactor status icons take 2, cyborgs don't see criminal status (#26207)
* Initial commit.

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit 460b588de5b1fc2aa8b1c8272ba1a90d99378731)
2024-04-21 22:11:15 +02:00
PrPleGoo 57f3f72724
Task/fix nightvision huds (#26726)
* StatusIcon: add field to set if icon should be rendered with shading

* set/unset shader based on icon field

* set new field to true for hud icons

* re-shade health bars

(cherry picked from commit d314a41e4f5c166de5e59504090117435f6ba0c2)
2024-04-07 14:34:58 +02:00
DoutorWhite 2db74bd7c5
Improves Medical Hud interface and functionality (#26027)
* Improvements to the medical hud interface

* Adds an icon for SSD players

* Indentation fix

* Update sprites, changes direction and adds new status icon.

* Adds decomposing icon

* Code cleaning

* Changes Crit Icon sprite

* Simplifies the decision structure

* Changes copyright line

* Changes Critical Icon sprite

* Makes the Critical Icon border darker

* Changes sprites to /tg/ station

* Updates copyright

* Makes Dead Icon animation slight faster

* Code cleaning

* Remove some unused imports

* Code cleaning and rename icon

* Minor code cleaning

(cherry picked from commit 8d40bc36a93d3d5c6d3ece6c662ac9747f7837ae)
2024-03-23 23:56:19 +01:00
Arendian 13c6eeb87a
Criminal record hud icons (#25192)
* Security hud shows icon based on criminal record status

* Criminal status now linked to name instead of identity

* parole loc

* Test fix

* review changes

* Check station records instead of storing names on criminal record consoles.

* cleanup

* more cleanup

* review changes

* change outdated comments

* rename

* review changes

* remove event subscription

* replaced event with trycomp

* default value

(cherry picked from commit 60b9d89e4dbdd8aaad4992a105628297d9480617)
2024-03-17 14:52:22 +01:00
Nemanja 8950fd6a0f
Add a toggle for colorblind friendly progress bar colors (#25318)
* Add a toggle for progress bar colors

* yeah this thing

* PJB review

* optimization

(cherry picked from commit f3f4616c49317898aeeff304160b0b50df9ee851)
2024-03-17 14:46:26 +01:00
Nemanja c5658249cb
fix medhud bounds with 64x64 inhands (#24102)
(cherry picked from commit be8d0e69b60a7d438e200a72b833d1eae31867b2)
2024-01-26 22:51:49 +01:00
PrPleGoo eec22b4b9d
Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

(cherry picked from commit eed663e8b4d91ee772ccb54fc8a55e4c4afdcd64)
2024-01-26 21:39:17 +01:00
coolmankid12345 5a2942690c Ghetto Mindshield Icon (#20958)
* Looks like shit frfr

* White for sure

* New icon

---------

Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com>
2023-12-02 20:35:40 +01:00
metalgearsloth e6737b6f50 Fix weather audio (#21949) 2023-12-02 20:25:44 +01:00
metalgearsloth 81a5f97a2e Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-19 22:09:46 +01:00
Leon Friedrich 29584576e7 Merge `ActorSystem` and `IPlayerManager` (#21314) 2023-11-12 20:53:33 +01:00
IntegerTempest 4a8dc35b1d Nukeops hud (#21260)
* a

* a

* a2

* syndi visor

* left icon

* a3
2023-11-12 20:43:48 +01:00
Leon Friedrich e66c0b5035 Un-revert IPlayerManager refactor (#21244) 2023-10-31 19:00:44 +01:00
PrPleGoo 76ef9906af Task/food hud (#19312)
* security HUD now shows a job icon on entities with a body

* thirst goggles

* set starting hud gear

* fix build

* remove from starting gear

* remove

* replace

* fix thirst and hunger icons

* update icons

* space

* space

* ]

* ]

* fix build

* fix comments

* fix

* spacing

* field

* move more namespaces

* use AutoGenerateComponentState

* comments

* fix build

* not all fields

* comments

* unpaused

* fix Dirty warning

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-09-27 21:59:12 +02:00
PrPleGoo e083b33aae
security HUD now shows a job icon on entities with a body (#18054) 2023-08-02 07:17:03 +10:00
Visne ee4809a222
Revert "Hunger and thirst HUDs" (#18125) 2023-07-18 17:28:28 +02:00
PrPleGoo 67e4b626c1
Hunger and thirst HUDs (#18066)
* security HUD now shows a job icon on entities with a body

* thirst goggles

* set starting hud gear
2023-07-18 00:01:22 -06:00