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Updated Saltern 😄 😄 😄 #1
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Co-authored-by: ShadowCommander <[email protected]>
Co-authored-by: ShadowCommander <[email protected]> Co-authored-by: Paul Ritter <[email protected]> Co-authored-by: Paul <[email protected]>
…hts (space-wizards#5869) Co-authored-by: metalgearsloth <[email protected]>
…-wizards#5958) * Enable lighting of Cigars with IsHotEvent Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true This should mean that cigs/Cigars should light on anything hot * Revert "Enable lighting of Cigars with IsHotEvent" This reverts commit db896e1. * Add the ability to kick your way out of welded or locked closets Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it. * Changes based on review minor formatting changes make components passed into AttemptResist nullable and resolve them inside of the function Remove incorrectly named .ftl file * Changes based on review Ditched async DoAfter Used PopupSystem over User.PopupMessage Added Cancel token to ResistLockerComponent Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container * I am in formatting hell, apparently * Changes based on review Added TryComp for the EntityStorageComponent instead of the event passed one * Changes based on review * Apply suggestions from code review Co-authored-by: ShadowCommander <[email protected]> * Formatting changes based on review * Shuffle functions around in LockSystem to properly trigger visualizer Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks * Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional Co-authored-by: Leon Friedrich <[email protected]> * Check if the player is inside THE container not A container me no read good * ok ok I give my code is bad Co-authored-by: ShadowCommander <[email protected]> Co-authored-by: Leon Friedrich <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: github-actions <[email protected]>
Elijahrane
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May 17, 2022
* Partial work on StationSystem refactor. * WIP station jobs API. * forgor to fire off grid events. * Partial implementation of StationSpawningSystem * whoops infinite loop. * Spawners should work now. * it compiles. * tfw * Vestigial code cleanup. * fix station deletion. * attempt to make tests go brr * add latejoin spawnpoints to test maps. * make sure the station still exists while destructing spawners. * forgot an exists check. * destruction order check. * hopefully fix final test. * fail-safe radstorm. * Deep-clean job code further. This is bugged!!!!! * Fix job bug. (init order moment) * whooo cleanup * New job selection algorithm that tries to distribute fairly across stations. * small nitpicks * Give the heads their weights to replace the head field. * make overflow assign take a station list. * moment * Fixes and test #1 of many. * please fix nullspace * AssignJobs should no longer even consider showing up on a trace. * add comment. * Introduce station configs, praying i didn't miss something. * in one small change stations are now fully serializable. * Further doc comments. * whoops. * Solve bug where assignjobs didn't account for roundstart. * Fix spawning, improve the API. Caught an oversight in stationsystem that should've broke everything but didn't, whoops. * Goodbye JobController. * minor fix.. * fix test fail, remove debug logs. * quick serialization fixes. * fixes.. * sus * partialing * Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs Co-authored-by: Kara <[email protected]> * Use dirtying to avoid rebuilding the list 2,100 times. * add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works) * Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs Co-authored-by: Kara <[email protected]> * Add the Mysteriously Missing Captain Check. * Put maprender back the way it belongs. * I love addressing reviews. * Update Content.Server/Station/Systems/StationJobsSystem.cs Co-authored-by: Kara <[email protected]> * doc cleanup. * Fix bureaucratic error, add job slot tests. * zero cost abstractions when * cri * saner error. * Fix spawning failing certain tests due to gameticker not handling falliability correctly. Can't fix this until I refactor the rest of spawning code. * submodule gaming * Packedenger. * Documentation consistency. Co-authored-by: Kara <[email protected]>
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About the PR
I redesigned medical to be a bit more resilient during atmos emergencies, and I added a lot of the new content from the past few minutes / months (rollerbeds, crew monitoring console, cremator)
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🆑 Rane