feat(bloodcult): Add Blood Cult antagonist system from Wega #1

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Summary

  • Migrate complete Blood Cult antagonist system from Wega fork
  • Add C# systems (Shared, Server, Client) for cult mechanics, runes, abilities
  • Add prototypes for actions, roles, entities, structures, constructs
  • Add game rules and presets with Secret mode (5%) and SubGamemodes (5%)
  • Add Russian localization for all Blood Cult content
  • Add audio and texture assets

Configuration

Setting Value
Secret Mode Weight 0.05 (5%)
SubGamemodes Prob 0.05 (same as Xenoborgs)
minPlayers 10

Test Plan

  • Verify build passes CI
  • Test Blood Cult preset spawns cultists correctly
  • Test SubBloodCult rolls alongside other modes
  • Test rune creation and activation
  • Test cult abilities (stun, teleport, blood magic)
  • Test construct summoning

🤖 Generated with Claude Code

## Summary - Migrate complete Blood Cult antagonist system from Wega fork - Add C# systems (Shared, Server, Client) for cult mechanics, runes, abilities - Add prototypes for actions, roles, entities, structures, constructs - Add game rules and presets with Secret mode (5%) and SubGamemodes (5%) - Add Russian localization for all Blood Cult content - Add audio and texture assets ## Configuration | Setting | Value | |---------|-------| | Secret Mode Weight | 0.05 (5%) | | SubGamemodes Prob | 0.05 (same as Xenoborgs) | | minPlayers | 10 | ## Test Plan - [ ] Verify build passes CI - [ ] Test Blood Cult preset spawns cultists correctly - [ ] Test SubBloodCult rolls alongside other modes - [ ] Test rune creation and activation - [ ] Test cult abilities (stun, teleport, blood magic) - [ ] Test construct summoning 🤖 Generated with [Claude Code](https://claude.com/claude-code)
wylab added 5 commits 2025-12-19 04:12:37 +01:00
Layer 1 of Blood Cult migration:
- Shared components (BloodCultComponents, BloodCultEvents)
- Shared system (SharedBloodCultSystem)
- Server systems (BloodCultSystem, RuneSystem, Abilities)
- Game rule system (BloodCultRuleSystem, BloodCultRuleComponent)
- Role component (BloodCultistRoleComponent)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Layer 2 of Blood Cult migration:
- Client system (BloodCultSystem.cs)
- UI Menus: BloodMagic, BloodRites, BloodConstruct, BloodStructure
- UI Menus: Runes, EmpoweringRune, SummoningRune
- UI Controllers for all menus

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Layer 3 of Blood Cult migration:
- Actions: bloodcult.yml (368 lines - all spells and abilities)
- Roles: bloodcultist.yml (antag role + gear definitions)
- Mind role: MindRoleBloodCultist (TeamAntagonist)
- Entity prototypes: Effects, Mobs (constructs), Objects (stone), Structures (runes)
- Faction: BloodCult NPC faction (hostile to NT, Zombie, Vampire, etc.)
- StatusIcon: BloodCultistFaction icon
- Recipes: Construction graphs for blood cult structures
- Guidebook: Entity definition

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Layer 4 of Blood Cult migration:
- Game Rules: BloodCult entity (minPlayers: 10)
- Game Preset: BloodCult preset
- Audio: 4 ambient/antag sounds (start, eyes, halos, scribe)
- Textures: All blood cult RSI files including:
  - Effects (teleport, barrier, orb, tentacle)
  - Interface icons and actions
  - Mob sprites (constructs)
  - Structures (runes, airlocks)
  - Clothing (backpack)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
feat(bloodcult): Add Blood Cult localization and integration from Wega
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a9fb016216
- Add Russian locale files for Blood Cult UI, presets, actions, entities
- Add SubBloodCult sub-gamemode entity with prob: 0.05
- Add BloodCult to secret weights at 5%
- Add SubGamemodesRuleNoBloodCult variant for BloodCult preset
- Update all SubGamemodes variants to include SubBloodCult

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab changed title from feat(bloodcult): Add Blood Cult antagonist system from Wega to WIP: feat(bloodcult): Add Blood Cult antagonist system from Wega 2025-12-19 04:13:43 +01:00
wylab self-assigned this 2025-12-19 04:13:57 +01:00
wylab changed title from WIP: feat(bloodcult): Add Blood Cult antagonist system from Wega to feat(bloodcult): Add Blood Cult antagonist system from Wega 2025-12-19 04:15:04 +01:00
wylab removed their assignment 2025-12-19 04:15:10 +01:00
wylab added 1 commit 2025-12-19 04:24:45 +01:00
fix(bloodcult): Disable CryostorageEnterEvent handler
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2cacea2e14
Wylab doesn't have CryostorageEnterEvent (Wega-specific).
Commented out the handler to fix build error CS0246.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 04:48:49 +01:00
Fix Blood Cult compilation errors for Wylab compatibility
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af001b1f5e
- Use EmpPulse instead of Wega's EmpPulseExclusions (cultists no longer protected from own EMP)
- Remove CuffUsed call (method doesn't exist upstream)
- Comment out ToggleGhostBarActionEntity (doesn't exist in upstream GhostComponent)
- Use BloodReagents.Contents instead of Wega's BloodReagent property

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 04:54:02 +01:00
revert af001b1f5e
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cca6d66868
revert Fix Blood Cult compilation errors for Wylab compatibility

- Use EmpPulse instead of Wega's EmpPulseExclusions (cultists no longer protected from own EMP)
- Remove CuffUsed call (method doesn't exist upstream)
- Comment out ToggleGhostBarActionEntity (doesn't exist in upstream GhostComponent)
- Use BloodReagents.Contents instead of Wega's BloodReagent property

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 06:03:10 +01:00
feat(bloodcult): Port missing Wega features for Blood Cult
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ef9eb3ef6b
- Add EmpPulseExclusions to SharedEmpSystem (cultists immune to own EMP)
- Add CuffUsed to SharedCuffableSystem (fix permanent cuffs bug)
- Add CryostorageEnterEvent to CryostorageSystem (reassign targets on cryo)
- Restore original Blood Cult code using these features

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab force-pushed feature/blood-cult from ef9eb3ef6b to 927af0db11 2025-12-19 06:41:58 +01:00 Compare
wylab added 1 commit 2025-12-19 07:16:30 +01:00
fix(ci): Add checkout step to labeler workflow for Gitea compatibility
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cc3a4db965
actions/labeler@v5 falls back to GitHub API to fetch config when file
is not present locally. This fails on Gitea. Adding checkout step
ensures the config file is available locally.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 08:03:24 +01:00
fix(bloodcult): Fix YAML linter errors for Blood Cult PR
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a6ccf5075c
This commit fixes all 31 YAML linter errors in the Blood Cult feature branch:

Phase 1: Fixed invalid references
- Removed Android component from blacklists (wega-specific, doesn't exist in wylab)
- Changed bloodReagent to bloodReagents format (upstream API change)

Phase 2: Created missing tag/tool prototypes
- Added SoulStone TagPrototype in Tags/tags.yml
- Added BloodDagger ToolQualityPrototype in tool_qualities.yml

Phase 3: Ported weapon/spell prototypes from wega
- Extended magic.yml with ~470 lines of Blood Cult weapons
- Added ProjectileBloodBolt in Projectiles/magic.yml
- Added CultBola in Throwable/bola.yml

Phase 4: Ported clothing prototypes
- Added ClothingOuterCultRobesAlt in coats.yml
- Added ClothingBackpackBloodCult in backpacks.yml
- Added ClothingHeadHatHoodCultrobesAlt in hoods.yml

Phase 5: Ported material prototypes
- Added SheetRuneMetal/SheetRuneMetal1 in Materials/Sheets/metal.yml
- Added RuneMetal StackPrototype in Stack/Materials/materials.yml

Phase 6: Updated Guidebook
- Added BloodCult GuideEntryPrototype in antagonists.yml
- Created BloodCult.xml guidebook content

Phase 7: Copied missing audio asset
- Added anvil.ogg from wega fork

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 09:09:10 +01:00
feat: Port clothing systems and dirt system from wega
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214132ca27
Phase 1 - Clothing Systems:
- TearableClothing: allows tearing/destroying clothing with DoAfter
- ToggleableSpriteClothing: toggle collar up/down appearance
- Clothing damage container (Slash damage type)
- TearClothing sound collection
- Base clothing prototypes (ClothingUniformToggleableBase, etc.)

Phase 2 - Dirt System:
- DirtableComponent: tracks dirt level and color
- DirtSourceComponent: marks entities as dirt sources
- SharedDirtSystem: handles dirt accumulation and cleaning
- DirtVisualsSystem (client): renders dirt overlay sprites
- WashDirtReaction EntityEffect: cleaning via reagents
- 85 dirt overlay sprites for various clothing types

Adapted from wega:
- Removed StrongnessGenComponent dependency (genetics system)
- Changed BloodReagent API to BloodReagents.Contents[0]

Fixes parent prototype references:
- ClothingUniformToggleableBase
- ClothingUniformSkirtToggleableBase
- ClothingHeadBaseBeret

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-19 09:26:55 +01:00
feat: Port ItemSelector system from wega
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7fe1a6f421
Adds ItemSelector component, system, and UI for selecting items from
a radial menu. Required by WeaponNullRod entity which allows chaplains
to select alternative null rod variants.

Files ported:
- Content.Shared/_Wega/ItemSelector/ItemSelectorComponent.cs
- Content.Shared/_Wega/ItemSelector/ItemSelectorUi.cs
- Content.Server/_Wega/ItemSelector/ItemSelectorSystem.cs
- Content.Client/_Wega/ItemSelector/ItemSelectorBoundUserInterface.cs
- Content.Client/_Wega/ItemSelector/ItemSelectorWindow.xaml
- Content.Client/_Wega/ItemSelector/ItemSelectorWindow.xaml.cs

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wylab added 1 commit 2025-12-19 09:54:25 +01:00
feat: Add DiseaseProtection stub component
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4fbdde4966
TODO: Port full Disease system from wega if disease mechanics are desired.
Currently this is a stub component to allow clothing prototypes to load.

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wylab added 1 commit 2025-12-19 10:05:36 +01:00
feat: Add ClothingSterility stub component
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115effc1da
TODO: Port full Surgery sterility system from wega if surgery infection
mechanics are desired. Currently this is a stub component to allow
clothing prototypes to load.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab force-pushed feature/blood-cult from 115effc1da to fd0253ede4 2025-12-19 19:41:25 +01:00 Compare
wylab added 1 commit 2025-12-19 22:20:11 +01:00
fix(bloodcult): Match wega exactly - remove SubBloodCult, add missing prototypes
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f48e5dbdc2
- Remove SubBloodCult from all SubGamemodes variants (doesn't exist in wega)
- Remove SubGamemodesRuleNoBloodCult entity (doesn't exist in wega)
- Use SubGamemodesRule in BloodCult preset (matching wega)
- Add missing weapon prototypes: sword.yml (Chainsword, ForceSword, etc)
- Add missing weapon prototypes: knife.yml (CombatCrowbar, ArrhythmicKnife)
- Add RuneMetal material prototype
- Add metal.rsi and blood_dagger.rsi textures
- Add ru-RU localization for stacks and materials
- Replace stub C# files with exact wega versions (remove TODOs)

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wylab added 1 commit 2025-12-20 05:21:42 +01:00
fix(bloodcult): Add missing weapon textures from wega
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5cc37793b5
Add RSI textures for Null Rod weapon variants:
- chainsword.rsi
- force_sword.rsi
- multiverse_sword.rsi
- unreal_sword.rsi
- reaper_scythe.rsi
- hfrequency_sword.rsi
- possessed_blade.rsi
- combat_crowbar.rsi
- arrhythmic_knife.rsi

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab force-pushed feature/blood-cult from 5cc37793b5 to 1f90072fe8 2025-12-23 05:50:13 +01:00 Compare
wylab force-pushed feature/blood-cult from 1f90072fe8 to 3403d7d2b8 2025-12-24 06:24:48 +01:00 Compare
wylab added 1 commit 2025-12-24 07:43:29 +01:00
fix(bloodcult): Use BloodReferenceSolution instead of BloodReagents
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94cc054c80
Upstream renamed BloodReagents to BloodReferenceSolution in commit 907f013.

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wylab added 1 commit 2025-12-24 07:48:36 +01:00
fix(bloodcult): Update BloodstreamSystem API calls for upstream compatibility
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f66b429a8e
- GetBloodLevelPercentage -> GetBloodLevel (upstream rename)
- BloodReagents -> BloodReferenceSolution (upstream rename)

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wylab added 1 commit 2025-12-24 08:07:41 +01:00
fix(bloodcult): Update prototype YAML for upstream API changes
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682c9c4c95
- bloodMaxVolume + bloodReagents → bloodReferenceSolution
- critThreshold → baseCritThreshold

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wylab added 1 commit 2025-12-24 09:05:37 +01:00
fix(wega): Add missing clothing textures from wega fork
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8ef558bd68
Added RSI textures for:
- Backpacks (blueshield, captain variants, postman)
- Duffels (blueshield, captain variants, postman)
- Satchels (blueshield, postman)
- Jumpsuits/Jumpskirts (blueshield, postman)
- Winter coats, armor, gloves, hats, hoods

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-24 10:18:08 +01:00
fix(wega): Add more missing textures (melee weapons, soft hats)
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bde8fca1ec
- Objects/Weapons/Melee/*.rsi (blood_blade, magic_hand, etc.)
- Clothing/Head/Soft/postmansoft.rsi

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wylab added 1 commit 2025-12-24 16:13:24 +01:00
fix(wega): Add remaining missing textures from wega fork
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cfc77ba495
- cult_bola.rsi (throwable)
- jackboots_blue.rsi (shoes)
- magic.rsi (gun projectiles)
- floorglow.rsi (effects)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

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wylab added 1 commit 2025-12-24 17:35:15 +01:00
fix(wega): Fix prototype test failures for Blood Cult entities
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fd54b9c6f7
- Add canCollide: false to BaseBloodRune (fixes rune physics)
- Set bodyType: Static on BaseBloodCultStructure, BloodCultConstruct, BloodCultStructurePylon
- Add ContainerContainer with SoulContainer to BloodCultSoulStone
- Add selectedGod: Kharin to BloodCultRule
- Add ContainerContainer to ToggleableClothing items (Postman coat, Cult robes)

Fixes UninitializedSaveTest and TestStaticAnchorPrototypes failures.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
wylab added 1 commit 2025-12-24 17:56:30 +01:00
fix(wega): Only set SelectedGod if null in BloodCultRuleSystem
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0ddec6dc27
The UninitializedSaveTest was failing because OnRuleStartup unconditionally
assigned a random god, overwriting the prototype value. This fix ensures
the random selection only happens when no god is pre-selected.

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wylab added 1 commit 2025-12-24 19:58:26 +01:00
Revert: Undo unauthorized prototype and code fixes
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7400f60521
Reverting changes made without proper authorization:
- BloodCultRuleSystem.cs
- stone.yml
- roundstart.yml
- coats.yml
- bloodcult.yml

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Reference: wylab/wylab-station-14#1