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Upstream merge 7/15/2024 #47

Merged
merged 20 commits into from
Jul 15, 2024

Commits on Jul 12, 2024

  1. Foreigner Minor Fixes (#542)

    # Description
    
    #525 Added foreigner traits, now during testing I revealed a few bugs.
    This PR fixes them:
    - The light version now correctly allows you to understand common (it
    would not because I forgot to add [DataField])
    - The translator now correctly starts with a high-capacity power cell
    - Equipping the translator in a pocket slot no longer takes time
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/4d2cabc7-2ce2-498b-822b-8ff9b82eea7d)
    
    </p></details>
    
    # Changelog
    :cl:
    - fix: Foreigner traits now work correctly.
    Mnemotechnician authored Jul 12, 2024
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  3. Fix Arachne Plushie CL (#541)

    Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    DEATHB4DEFEAT authored Jul 12, 2024
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  4. Heavyweight Drunk Trait + Drunk Traits Rework (#512)

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    # Description
    <!--
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    Adds the inverse of lightweight drunk, which makes you less susceptible
    to the effects of ethanol.
    (more specifically, it halves the damage of alcohol and you need to
    drink twice as much to feel the effects in the first place)
    
    To make the change happen, `LightweightDrunk` component was reworked to:
    - A) no longer change any drunk effects (including non-alcohol related
    drunkness like bloodloss)
    - B) instead multiply the effects of ethanol in your bloodstream
    
    I chose this route in particular, because the other option of
    multiplying the amount of ethanol gained from alcohols is nonsense.
    
    ---
    
    # TODO
    
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    - [X] Add a `TryMetabolizeReagent` event to `MetabolizerSystem.cs` so a
    `LightweightDrunkSystem.cs` can listen to the event and multiply the
    effects of "Ethanol" specifically.
    - [X] Add the Heavyweight Drunk trait
    - ~~Fix a minor spelling mistake that caused the trait condition to not
    show up~~
    - [ ] Would we be able to name trait files after categories? I don't
    want to put every positive trait in a file named 'skills.yml'
    
    ---
    
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    ![Example Media Embed](https://example.com/thisimageisntreal.png)
    
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    ---
    
    # Changelog
    
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    :cl:
    - add: Added the Heavyweight Drunk trait, which doubles your alcoholism
    potential.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    WarMechanic and VMSolidus authored Jul 12, 2024
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  6. Random Announcer System (#415)

    # Description
    
    Replaces every instance of station announcements with an announcer
    system meant to handle audio and messages for various announcers defined
    in prototypes instead of each server replacing the scattered files
    inconsistently with whatever singular thing they want to hear announce
    messages.
    
    # TODO
    
    - [x] Systems
    - [x] CVars
    - [x] Sounds
    - [x] Client volume slider
    - [x] Collections
    - [x] Prototypes
    - [x] Events
    - [x] Commands
    - [x] PR media
    - [x] Deglobalize
    - [x] Passthrough localization parameters to overrides
    - [x] Make every announcer follow the template
    - [x] Move sounds into subdirectories
    - [x] Make announcement IDs camelCased
    - [x] Test announcement localizations
    - [x] Weighted announcer lists
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/caf5805d-acb0-4140-b344-875a8f79e5ee
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Added 4 new announcers that will randomly be selected every shift
    DEATHB4DEFEAT authored Jul 12, 2024
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Commits on Jul 13, 2024

  1. Mass Contests Remake (#480)

    # Description
    
    Part of Issue #467 
    
    This is a complete re imagining of the Nyanotrasen Mass Contest
    System(Long since removed from the game). This system adds a highly
    flexible function that outputs a ratio of a given entity's mass, that is
    optionally relative to another entity. I've primarily written this
    system to be used in conjunction with PR #458 , as it adds several new
    implementations of variable player mass to the game.
    
    How this differs from the original Mass Contest system is that it is
    configured via hotloaded CVars, and is inherently clamped so that
    character mass only modifies functions by a finite amount rather than
    providing infinite scaling. This essentially means that while an Oni is
    25% better at shoving a Felinid to the floor thanks to their different
    masses, a 2000kg Lamia is also only 25% better at shoving a Felinid to
    the floor, rather than 50000% better. The inverse is also true, a small
    player character can only be 25% better or worse at a given
    implementation. These implementations are not handled directly by the
    ContestSystem, and are instead handled directly by other systems that
    call upon it.
    
    This percentage limit can be modified by a new CVar at any time.
    Additionally, the entire MassContest system can be optionally toggled
    off completely at any time via CVar, without needing to modify any code
    that calls upon it.
    
    At this time, I have included three different implementations to serve
    as suitable examples for how MassContest can be used.
    
    1. Weapon recoil is now modified by an entity's mass relative to the
    human average baseline. Smaller characters experience more recoil,
    larger characters experience less recoil
    2. Disarm/Shove is now modified by Mass Contests. Entities that are
    sized differently from their target have their shove/disarm chance
    modified based on the ratio of performer and target mass.
    3. Certain types of handcuffs(such as Cablecuffs and zipties) are now
    faster to slip out of if you are smaller than the average.
    
    # Changelog
    
    :cl:
    - add: Mass Contests have returned in a new reworked form. 
    - add: Weapon Recoil is now resisted by character mass. More massive
    characters take less recoil, less massive characters take more recoil.
    - add: Disarm and Shove actions are now modified by relative character
    mass. It is easier to shove people around if you're bigger than them.
    - add: Cablecuffs and Zipties are now easier to escape out of if you're
    smaller.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
    3 people authored Jul 13, 2024
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Commits on Jul 14, 2024

  1. Update Credits (#548)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
    github-actions[bot] and SimpleStation14 authored Jul 14, 2024
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  2. IdCard Resprite (#537)

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    # Description
    
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    Resprite the IDCards with newers looking sprites, making them also
    modular so easy to edit/create new cards without the need to make
    compleatly new sprites.
    
    ---
    
    # TODO
    
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    - [x] ID Cards
    - [x] Cleanup
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/10b50980-b7d4-470d-b6d7-baf5a18b5710)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - tweak: We got new ID Cards the old ones were soo tiny that they were
    lost.
    FoxxoTrystan authored Jul 14, 2024
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  4. Shock Collar Tweak (#546)

    # Description
    Shock collars were a useful thing in nyano for a long time, but security
    could never put them to use because they could be removed instantly, so
    they were forgotten about.
    
    Now that we have enquip delays, shock collars can be useful for
    controlling unruly prisoners (or unruly secoffs who like to harm baton
    passengers). Only two problems is there's no way to manufacture them,
    and they can be quite deadly when used repeatedly. This PR solves both
    of these issues, and also fixes a little bug:
    - Shock collars can be manufactured at the secfab.
    - Shock collars deal 1 shock damage instead of 5.
    - The shock ignores insulation.
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/16d8efdf-c3de-46de-9a48-401d99c92b29)
    
    </p></details>
    
    ---
    
    # Changelog
    :cl:
    - tweak: Shock collars can now be manufactured in the security techfab.
    They also deal less damage and ignore insulated gloves.
    Mnemotechnician authored Jul 14, 2024
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Commits on Jul 15, 2024

  1. Fixes from latest feedback

    VMSolidus committed Jul 15, 2024
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  4. Merge remote-tracking branch 'EE-Personal/Psionic-Power-Refactor' int…

    …o Upstream-Merge-7/15/2024
    VMSolidus committed Jul 15, 2024
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  6. Update skills.yml

    VMSolidus committed Jul 15, 2024
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