Баффы (#510)

* Moodsystem cleanups

* remove overhydrated and overfed mood debuffs

* admins now join game deadmined + new player timers

* faster arrivals

* recharging rcd with metal, glass, plastic or cable coils

* better timings and costs + building apc and camera

* preparing for rpd

* RPD + make RCD more generic

* add rpd to atmos lockers, rcd to engivend

* rcd and rpd to technologies

* dont deadmin me in debug

* rcd ammo buff

* add ChargeCountModifier logic for non stackable items

* increase time to become experienced player

* Dynamic Radial Menus (#29678)

* fix

* Clean Some Code

* Some Commentaries

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

---------

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

* more dynamically parameters

---------

Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
ThereDrD0
2024-07-29 06:04:21 +03:00
committed by GitHub
parent 0f641a46d2
commit d627758826
44 changed files with 1082 additions and 315 deletions

View File

@@ -108,8 +108,8 @@ public sealed class MoodSystem : EntitySystem
if (!component.MoodChangeValues.TryGetValue(oldPrototype.MoodChange, out var oldValue))
return;
amount += (oldPrototype.PositiveEffect ? -oldValue : oldValue) +
(prototype.PositiveEffect ? value : -value);
amount += (oldPrototype.Positive ? -oldValue : oldValue) +
(prototype.Positive ? value : -value);
component.CategorisedEffects[prototype.Category] = prototype.ID;
}
@@ -117,7 +117,7 @@ public sealed class MoodSystem : EntitySystem
else
{
component.CategorisedEffects.Add(prototype.Category, prototype.ID);
amount += prototype.PositiveEffect ? value : -value;
amount += prototype.Positive ? value : -value;
}
if (prototype.Timeout != 0)
@@ -132,7 +132,7 @@ public sealed class MoodSystem : EntitySystem
if (component.UncategorisedEffects.TryGetValue(prototype.ID, out _))
return;
var effectValue = prototype.PositiveEffect ? value : -value;
var effectValue = prototype.Positive ? value : -value;
component.UncategorisedEffects.Add(prototype.ID, effectValue);
amount += effectValue;
@@ -173,7 +173,7 @@ public sealed class MoodSystem : EntitySystem
if (!comp.MoodChangeValues.TryGetValue(currentProto.MoodChange, out var value))
return;
amount += currentProto.PositiveEffect ? -value : value;
amount += currentProto.Positive ? -value : value;
comp.CategorisedEffects.Remove(category);
}
@@ -205,7 +205,7 @@ public sealed class MoodSystem : EntitySystem
if (!component.MoodChangeValues.TryGetValue(prototype.MoodChange, out var value))
return;
amount += prototype.PositiveEffect ? value : -value;
amount += prototype.Positive ? value : -value;
}
foreach (var (_, value) in component.UncategorisedEffects)
@@ -438,7 +438,7 @@ public sealed partial class ShowMoodEffects : IAlertClick
{
var chatManager = IoCManager.Resolve<IChatManager>();
var color = proto.PositiveEffect ? "#008000" : "#BA0000";
var color = proto.Positive ? "#008000" : "#BA0000";
var msg = $"[font size=10][color={color}]{proto.Description}[/color][/font]";
chatManager.ChatMessageToOne(ChatChannel.Emotes, msg, msg, EntityUid.Invalid, false,