* Fix borg hands showing up in stripping menu
Borgs can't drop their items anyways, and the amount of hands borgs have causes the UI to just bug out.
* Add more checks
* uncomment and update guidebook
* update loot pool to use entity table and dont hardcode bluespace
* add sacraficing to altars
* :trollface:
* :trollface:
* :trollface:
* 2 lines of sec
* rename files
* replace gamer loot with fake wizard outfit or a normality crystal
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* when tryInsertBlueprint is called it now also calls UpdateMaterialWhitelist on the ent so that it can accept new materials if needed.
* Changed the previous commit to now just have sharedMaterialStorageSystem subscribe to TechnologyDatabaseModifiedEvent which will call UpdateMaterialWhitelist.
* Empty-Commit
* Exec.System now uses IdentityManagement; added the where necessary
* Included attacker in check for Identity
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Co-authored-by: Celene <maurice_riepert94@web.de>
* Fix multiple door issues
- Doors should no longer cycle open-and-closed anymore (at least nowhere near as easily).
- Door sprites shouldn't flicker as much (needs my engine PRs to remove all but one of them).
* woops conversion
* Optimise drains
If it's still a problem then we do what I did for rmc14 and just dump all the active drains onto a job to getentitiesinrange in parallel.
* Fixes
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix airlock autoclose mispredict
It was hard to see this ingame due to animations masking it. The only way you'd notice currently is the light mispredicting.
* cudin
* fix contraband never getting added to vend inventory
* Revert "fix contraband never getting added to vend inventory"
This reverts commit e7fb3a60c3cb6fcbf41d7f015f13dbc7b1c1901d.
* readd setter method to system
* fix again without reparenting
* initial commit
* adds astronav cartridge to QM locker
* changes requested in review
* fix merge conflicts
* fixes the statuscontrol disappearing if you eject the cartridge but still have it installed
* fix notificationsenabled on salv pda proto
* fixes lingering statuscontrol on eject while held
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Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* Don't add newlines (fixes#32357)
* Improve UI around max paper length (Fixes#32344)
* Display a "fill progress" indicator so users know how close they are to filling it
* Don't allow users to save a paper which went over the limit, to avoid them losing data they want to keep.
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* builds
* doesn't crash
* seems to work
* distance cap was dumb
* Requested changes
* can't find any issues from making the changes
* Check for anchor and minor optimisation
* Removed unnecessary usings
* Code less verbose and cleanup
* Move placeable check to PlaceableSurfaceSystem
This check stops entities from being inserted into a storage entity
when it has a PlaceableSurfaceComponent.
The entity is instead placed on top of the entity like a table.
* Move SetPlaceable to PlaceableSurfaceSystem
* Update to transform system and consolidate code
* Fix interaction with storage that has a placeable component
* deadlock
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* clean up solution regen and drain comps
* Tape applied.
* Update Content.Server/Chemistry/Components/SolutionRegenerationComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* remain entity
* That has to be a rogue test fail.
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add mapping editor (#757)
* Remove mapping actions, never again
* Cleanup actions system
* Jarvis, remove all references to CM14
* Fix InventoryUIController crashing when an InventoryGui is not found
* Rename mapping1 to mapping
* Clean up context calls
* Add doc comments
* Add delegate for hiding decals in the mapping screen
* Jarvis mission failed
* a
* Add test
* Fix not flushing save stream in mapping manager
* change
* Fix verbs
* fixes
* localise
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Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Localization of steal targets
* Correction of localization of theft objects
* The second correction of the localization of theft targets
* Update steal-target-groups.ftl
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Revision of the localization method
* Choosing a simple option for localization
* Fix TechnologyDisk name
* Corrections based on feedback received
* correction of declension
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.
All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.
The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.
Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.
This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.