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make midround antag spawn code better #919

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merged 5 commits into from
Mar 2, 2024

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deltanedas
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About the PR

title

Why / Balance

fixes #899

Technical details

  • will only use spawners on the target station and not fall back with centcom
  • logging so if a map has no midround spawners its easy to find out (should probably have a test too but eh)
  • no linq and using EntityQueryEnumerator so a bit more efficient
  • rat king and paradox anomaly get their own rules instead of le hardcoded list

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

MidRoundAntagRule is for spawning a single antag per rule not a hardcoded list of them

Changelog
🆑

  • fix: Fixed midround antags sometimes spawning on CentComm.

@deltanedas deltanedas requested a review from DebugOk as a code owner February 29, 2024 20:33
@github-actions github-actions bot added S: Needs Review Changes: C# Changes any cs files Changes: YML Changes any yml files labels Feb 29, 2024
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DebugOk commented Feb 29, 2024

Test fails seem valid?

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DebugOk commented Feb 29, 2024

Do the functions you use from RobustRandom require a new engine version or something?

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deltanedas commented Mar 1, 2024

no theyre the same function just using GameRuleSystem RobustRandom instead of declaraing a private one (and building server didnt error so idk)

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probably an extension i removed import for

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Looks good to me

@DebugOk DebugOk merged commit 1d24249 into DeltaV-Station:master Mar 2, 2024
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DeltaV-Bot pushed a commit that referenced this pull request Mar 2, 2024
@deltanedas deltanedas deleted the shitcode-ops branch March 3, 2024 02:03
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
# Description

This PR adds a generic system which gives an entity the ability to fly.
Optionally increasing their speed in exchange for a continuous stamina
drain, which can, and **will** stamcrit them if left unchecked.

---

# Technical Details?

We normally dont have this section but I'd like to outline the changes
since I messed with quite a few systems:

- Introduces a `FlightComponent` which can be added to any entity in
YML, needs to be tied to an action with an event of type
`ToggleFlightEvent` This component holds properties for:
- Toggling animations on and off, either at the entity level or the
layer level.
    - Altering shader animation properties
- Altering speed, stamina drain, sounds played, delay between sounds,
etc etc.
- Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
which points to a shader, and optionally can apply it to either the
entire sprite, or a given layer.
- Adds a check in `SharedGravitySystem` for making the entity weightless
when it has the `FlightComponent` and is flying.
- Adds a check in `SharedCuffableSystem` to disable cuffing when the
target has the `FlightComponent` and is flying.
- Introduces a new field in the `StaminaComponent` which serves as a
dictionary for persistent drains, with the key being the source (UID) of
where it came from. The drains can also indicate if they should apply
the stamina slowdown or not (relevant for both this PR, and for an
eventual sprinting PR)

---


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

[![Flight
Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s
"Flight Demo")
</p>
</details>

---

# Changelog

:cl: Mocho
- add: Harpies are now able to fly on station for limited periods of
time, moving faster at the cost of stamina.

---------

Signed-off-by: gluesniffler <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
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MidRoundAntagRule is in desperate need of a rewrite
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