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Update-1-11-2025 #126

Merged
merged 528 commits into from
Jan 11, 2025
Merged

Update-1-11-2025 #126

merged 528 commits into from
Jan 11, 2025

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VMSolidus
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528 commits let's fucking go.
STATION AI IS HERE.

sleepyyapril and others added 30 commits December 23, 2024 03:00
* Fix some rounds failing to end due to mind roles

Fixes #32791

This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo().

This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set.

The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype.

I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception.

I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix.

* At least one maintainer approved this tiny PR without reading it, not naming names.
* Make tests automatically reset modified cvars

* Fix bad return

* A

* Try Fix tests

* clarify comment

* update eng
* Add random seed options to tests

* Ensure profile randomization
This is the content analogue of space-wizards/RobustToolbox#5412

Made Content.Tests run tests parallelized, which doesn't really seem to matter much.

I tried to make Content.IntegrationTest more aggressively parallelized but ran into dotnet/runtime#107197 so we need to shelve that. Added a comment explaining as such.
…7817)

* b

* Update antags.ftl

* m

* ok

* Update events.yml

* antag

* a

* Create InitialInfectedExemptComponent.cs

* Delete InitialInfectedExemptComponent.cs

* yes

* Delete InitialInfectedExemptComponent.cs

* Create AntagImmuneComponent.cs
…-backed servers (#31154)

Fixed IP bans causing server errors with SQLite DB
* the shiny new toy that breaks everything else

* privacy 😌

* janky shit

* real??

* :trollface:

* ALL HAIL DUCT TAPE SOLUTION

* FUCK

* commented every shit
* add BankClientComponent and event

* query BankClient instead of hardcoded CargoOrderConsole for updating

* add BankClient to all ordering consoles

* :trollface:

* add Balance field to BankClient

* forgor

Co-authored-by: ShadowCommander <[email protected]>

* m

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ShadowCommander <[email protected]>
* sort of works

* fix

* oh right

* admin abuse

* buy/sell events

* price history, better error handling

* joke

* buying and selling

* access handling

* IT'S FINALLY REAL

* fixes

* AAAAAAAAAAAAAAAAA

* i keep fucking forgetting things

* FUCKING

* move company structs out of the comp

* ok im going to sleep

* Revert "oh right"

This reverts commit 8681e5a07b4d059fa7db718dd3ec6f25f0ad05d9.

* Revert "fix"

This reverts commit 3992ec99fd96dc7b2df0767e1b83d5418d86a248.

* address reviews
… is radio-ed too (#31170)

* feat: now when research is unlocked in console, approver of reasearch is radio-ed too

* refactor: now most of events that require actor name to be radio-ed or logged use TryGetIdentityShortInfoEvent which is subscibed by id-card system and borg system (to work for both carbon and synthetic life-forms)

* refactor: moved TryGetIdentityShortInfoEvent on id card system to shared, fixed cargo cent-com-originated orders

* remove unused check

* refactor: decoupled systems from IdCardSystem (those that are not dependent on it anymore)

* refactor: removed unuseed usings

* feat: emagged cargo/research consoles wont radio messages on buy/research confirm anymore

---------

Co-authored-by: pa.pecherskij <[email protected]>
* Job title localization

* Correcting fields
* Add events for player updating jobs

* Add NoCaptainComponent

* add and remove NoCaptainComponent logic

* Gernalized to CaptainStateComponent

* Generalized CaptainStateComponent

* Add requesting aco vote

* Add auto unlock aa

* Remove hardcodecd strings

* Add localization

* // DeltaV

* pro fix

* fax cc please

* move captain detection to CaptainStateSystem

* track spareidsafe with comp instead

* little bit of movement

* fix broken formating

Signed-off-by: SolStar <[email protected]>

* pls

* Remove unused method

* subscribe captainstatecomponent for job events

* Cvars, Disabled AA on peri

* temp fix for intergration test bug

* :3

* format fix

* spelling ops

* nameing ops

* done final real this time (1) (1)

* remove has an out very nice

---------

Signed-off-by: SolStar <[email protected]>
neuPanda and others added 21 commits January 11, 2025 13:37
porting over my cruise control code from frontier with some minor bug
fixes. also had to fuck with the passive dampening system because the
notsorobust toolbox has hurt its self in confusion

Description.

redid the port from frontier removing unnecessary complicated and
confusing content.
replaced hard coded values with cvars
patched issues with the passive dampener system causing dampener states
to reset
added regions to cvar file to make it easier to look threw
reverted text so that its more ship based, your not driving a car
this is my original work so re-licensed my work under my name rather
than frontier blanket who is licensed to use edit agpl3


:cl:
- tweak: tweaked friction remover system
- fix: fixed inertia dampening system resetting or effecting the wrong
grid
- remove: Removed overcomplicated alterations

Co-authored-by: neuPanda <[email protected]>
# Description
this ports the following PRs:
TheDenSS14/TheDen#128
TheDenSS14/TheDen#133
TheDenSS14/TheDen#135
TheDenSS14/TheDen#143

Essentially, this PR adds several new "Civilian Grade" firearms to the
game that come from Frontier, most of which use the new LightRifle
cartridge, a fairly underpowered round. Security can take the new
Argenti revolver in their loadouts, while Salvage can spend their Mining
Points on the civilian rifles. Notably, the ones purchased in the Mining
Vendor do not come with ammo. Salvage needs to go request ammo from
Security, or a traitor salvage can emag the cargo autolathe to get ammo
for them.

I'm going to laugh my ass off the first time a Warden has to deal with
Salvage specialists coming to ask "Hey can you print me ammo for my
MOSIN?"

<details><summary><h1>Media</h1></summary>
<p>

New 0 point revolver for sec. It does shit-tier damage since it fires
.20 rifle, but with an 8 round capacity, it's the highest capacity
revolver in the game.

![image](https://github.com/user-attachments/assets/403acae6-deb9-4ef6-b5f4-dab5201d8009)

![image](https://github.com/user-attachments/assets/7ea66718-837c-489e-8da3-5ef60c25e33a)

New salvage vendor "Civilian Grade" equipment

![image](https://github.com/user-attachments/assets/6723f2f7-cf7b-438e-b9b7-2df108d20336)

Tested and verified that the salvage vendor guns actually do spawn
empty:

![image](https://github.com/user-attachments/assets/ea0eb959-2815-4a5b-87ce-d0654b74133f)

</p>
</details>

# Changelog

:cl:
- add: Added the Argenti, Gestio, Novalite C1, and SVT firearms. Added
an "Empty" Mosin variant for Salvage.
- add: Salvage technicians can now spend their mining points on new
"Civilian Grade" firearms from the Mining Vendor. These don't come with
ammo, so you'll have to request ammo be printed by Security.
- add: Added the Argenti Revolver to Security Loadouts.
- tweak: Salvage Specialist lockers are now guaranteed to come with one
pickaxe and one ore bag.

---------

Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: Rosycup <[email protected]>
# Changelog

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:cl:
- fix: Fixed announcement spam caused by my silly blunder.
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# Description

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Port from [Goob](Goob-Station/Goob-Station#989)

---

# Changelog

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:cl: Aviu00, Spatison
- add: Added material silo

---------

Signed-off-by: Spatison <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
…1492)

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# Description

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Adds incompatibility to ensure that someone cannot take negative visual
traits while having cyber-eyes systems, and likewise cannot take
redundant negative visual traits.

Should resolve [this
issue](Simple-Station/Einstein-Engines#1327).

---

<!--
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<details><summary><h1>Media</h1></summary>
<p>


![githubphotophobiaimage](https://github.com/user-attachments/assets/fd27ac82-d4b5-4c67-a4ad-35c6be9862b4)


</p>
</details>

---

# Changelog

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:cl:
- fix: You cannot take Photophobia while blind or you have cyber-eyes.
- fix: You cannot take nearsightedness while blind or while having
cyber-eyes.
- fix: You cannot be blind while nearsighted, photophobic, or while
having cyber-eyes.
Found it. Had to trace everything calling the Ai Whitelist component,
and found this system was closing all UIs if you weren't an AI and were
trying to interact with a computer with said whitelist component.
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# Description

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Shadow shackles should not bind the target instantly.

---

# Changelog

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:cl: Spatison
- tweak: Shadow shackles now have a delay before binding
- fix: Shadow shackles can now be removed

---------

Signed-off-by: Spatison <[email protected]>
…noid Spawner (#1497)

# Description

Title. Refers to
[this](https://github.com/Simple-Station/Einstein-Engines/actions/runs/12688697909/job/35365794632?pr=1466)

---

# Changelog

no cl no fun

---------

Signed-off-by: Remuchi <[email protected]>
Signed-off-by: Remuchi <[email protected]>
# Description

This PR adds an Ore Silo to every map in rotation. It also adds a
station AI to (almost) every map.

A decent number of the maps had to have a shitton of cameras added to
make AI actually playable. In particular Glacier is/was/probablystillis
pretty bad for AI.


<details><summary><h1>Media</h1></summary>
<p>


</p>
</details>

# Changelog

:cl:
- add: Added Station AI to (almost) every map in rotation.
- add: Added Ore Silos to every map in rotation.
# Description

Fixes Simple-Station/Einstein-Engines#1498

Funny trig errors go brrr.

:cl:
- fix: Fixed an issue where ranged NPCs were incapable of aiming.
# Description

Pretty simple fix, just tell the weather system "If there's already a
weather sound playing, stop.". I have infact tested this, and verified
that this fix does work.

Fixes Simple-Station/Einstein-Engines#1285

# Changelog

:cl:
- fix: Fixed a crash caused by Weather System creating millions of
sounds.
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