Merge remote-tracking branch 'upstream/master' into upstream

# Conflicts:
#	Content.Client/Access/AccessOverlay.cs
#	Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/AGhost.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Shared/Access/Components/IdCardConsoleComponent.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/RCD/Systems/RCDSystem.cs
#	Content.Shared/Roles/JobPrototype.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Resources/Audio/Machines/attributions.yml
#	Resources/Locale/en-US/rcd/components/rcd-component.ftl
#	Resources/Maps/reach.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml
#	Resources/Prototypes/DeviceLinking/sink_ports.yml
#	Resources/Prototypes/Entities/Clothing/Back/duffel.yml
#	Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml
#	Resources/Prototypes/Entities/Clothing/Neck/misc.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml
#	Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml
#	Resources/Prototypes/Entities/Objects/Magic/books.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml
#	Resources/Prototypes/Entities/Objects/Misc/tiles.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml
#	Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml
#	Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml
#	Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml
#	Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml
#	Resources/Prototypes/Entities/Structures/Walls/grille.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml
#	Resources/Prototypes/Recipes/Crafting/improvised.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Prototypes/StatusEffects/health.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/Prototypes/lobbyscreens.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png
#	Resources/Textures/Decals/bricktile.rsi/white_box.png
#	Resources/Textures/Objects/Misc/books.rsi/meta.json
#	Resources/migration.yml
This commit is contained in:
Remuchi
2024-04-13 11:29:33 +07:00
918 changed files with 18886 additions and 12471 deletions

View File

@@ -791,10 +791,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
_roles.MindAddRole(newMind,
new NukeopsRoleComponent { PrototypeId = nukieSession.Type.AntagRoleProto });
// Automatically de-admin players who are being made nukeops
if (_cfg.GetCVar(CCVars.AdminDeadminOnJoin) && _adminManager.IsAdmin(nukieSession.Session))
_adminManager.DeAdmin(nukieSession.Session);
_mind.TransferTo(newMind, mob);
}
//Otherwise, spawn as a ghost role

View File

@@ -0,0 +1,29 @@
using Content.Shared.Whitelist;
namespace Content.Server.GameTicking.Rules.VariationPass.Components;
/// <summary>
/// Handles cutting a random wire on random devices around the station.
/// </summary>
[RegisterComponent]
public sealed partial class CutWireVariationPassComponent : Component
{
/// <summary>
/// Blacklist of hackable entities that should not be chosen to
/// have wires cut.
/// </summary>
[DataField]
public EntityWhitelist Blacklist = new();
/// <summary>
/// Chance for an individual wire to be cut.
/// </summary>
[DataField]
public float WireCutChance = 0.05f;
/// <summary>
/// Maximum number of wires that can be cut stationwide.
/// </summary>
[DataField]
public int MaxWiresCut = 10;
}

View File

@@ -0,0 +1,39 @@
using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Server.Wires;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <summary>
/// Handles cutting a random wire on random devices around the station.
/// This system identifies target devices and adds <see cref="CutWireOnMapInitComponent"/> to them.
/// The actual wire cutting is handled by <see cref="CutWireOnMapInitSystem"/>.
/// </summary>
public sealed class CutWireVariationPassSystem : VariationPassSystem<CutWireVariationPassComponent>
{
protected override void ApplyVariation(Entity<CutWireVariationPassComponent> ent, ref StationVariationPassEvent args)
{
var wiresCut = 0;
var query = AllEntityQuery<WiresComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var transform))
{
// Ignore if not part of the station
if (!IsMemberOfStation((uid, transform), ref args))
continue;
// Check against blacklist
if (ent.Comp.Blacklist.IsValid(uid))
continue;
if (Random.Prob(ent.Comp.WireCutChance))
{
EnsureComp<CutWireOnMapInitComponent>(uid);
wiresCut++;
// Limit max wires cut
if (wiresCut >= ent.Comp.MaxWiresCut)
break;
}
}
}
}

View File

@@ -249,7 +249,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
_playerManager.Sessions,
component.PatientZeroPrototypeId,
includeAllJobs: false,
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
);
//And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots
@@ -259,7 +259,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
acceptableAntags: Shared.Antag.AntagAcceptability.All,
includeAllJobs: false ,
ignorePreferences: true,
customExcludeCondition: HasComp<ZombieImmuneComponent>
customExcludeCondition: HasComp<ZombieImmuneComponent>
);
//If there are no players to choose, abort
@@ -293,6 +293,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
//Add the role to the mind silently (to avoid repeating job assignment)
_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
EnsureComp<InitialInfectedComponent>(entity);
//Add the zombie components and grace period
var pending = EnsureComp<PendingZombieComponent>(entity);