Commit Graph

1788 Commits

Author SHA1 Message Date
DrSmugleaf 9db47249cd
Fix being able to spill closed drink cans (#3100) 2021-02-07 00:31:44 +11:00
DrSmugleaf 8ec4f1fb3d
Fix missing ignored components on the client (#3101) 2021-02-06 13:55:36 +01:00
Vera Aguilera Puerto b3810922f3 Fix spawned computers not adding the needed container to the ConstructionComponent
Fixes #3091
2021-02-05 22:45:18 +01:00
metalgearsloth abde29ed5a
Remove ExplosivePassable collision layer (#3084)
* Remove ExplosivePassable collision layer

Now we have tags which can do this cleaner.

* Update typo

* Vera's review

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-06 06:43:50 +11:00
metalgearsloth b3869985e0
Increase disposal dragging delay for other people (#3086)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-05 17:12:10 +01:00
metalgearsloth 7ed07c0cac
Cuff enhancements (#3087)
* Cuff enhancements

* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used

* Fix test

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-05 17:11:21 +01:00
Vera Aguilera Puerto 9884b14e8d
Adds a component for ghosting on move. (#3090)
* Adds a component for ghosting on move.
Adds a dummy input mover for IRelayMoveInput to work.

* Add IGhostOnMove

* Fix tests.
2021-02-05 17:02:20 +01:00
Vera Aguilera Puerto 63e1252539
Speech and Emoting components (#3075)
* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
2021-02-05 17:01:54 +01:00
DrSmugleaf b62cc84e8c
Add destructible component threshold triggers (#3080)
* WIP changes

* Fix tests, merge conflict and trigger once behavior

* Update yml

* Change test strings to be consts

* Fix total damage types and classes triggers

* Simplify damage trigger logic, move state to Threshold

* Update outdated code and docs

* Change the name of IBehavior back to IThresholdBehavior

* Change human gibbing to trigger at 400 brute damage

* Change gibbing from brute to blunt damage

* Fix one (1) typo

* Add damage class trigger test

* Add missing nullable enable to thresholds
2021-02-05 13:41:05 +01:00
Metal Gear Sloth 9640c33210 Fix strippable crash 2021-02-05 18:46:09 +11:00
Vera Aguilera Puerto 655316a67c
Add playback slider to instruments. (#3071) 2021-02-04 13:37:26 +01:00
tmtmtl30 735c6159d8
Removes SmallImpassable from melee swing collision mask (#3036)
* Alters melee swing collision mask.

* Part one...

* Part two.
2021-02-04 22:13:13 +11:00
DrSmugleaf 82a97857ac
Move TagComponent from server to shared (#3076)
* Move TagComponent to shared

* Fix test

* Not a web edited commit

No sir

* Update Content.Shared/GameObjects/Components/Tag/TagComponentState.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-04 21:04:19 +11:00
20kdc b9aa789bc4
Pressure & volume pumps can be toggled on/off now. (#3046)
This tidbit might or might not be suitable for a separate component.
Tell me in PR comments I guess.
2021-02-04 20:47:04 +11:00
Pieter-Jan Briers 29918b2810 Fix suspicion round end timer, actually show it. 2021-02-04 04:16:36 +01:00
Pieter-Jan Briers a4563d2e75 Fix uplink item spawning.
Actually spawns for the person who USES the uplink, not who owns it. Can't believe that was an actual bug.

Also puts it in your active hand if possible.
2021-02-04 01:24:46 +01:00
Remie Richards d45835e863
Janitor trashbag upgrade + FANCY ANIMATIONS (#3058)
* Janitor trashbag upgrade + FANCY ANIMATIONS

* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)

* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.

* More explicit log message. Error log.

* Merge. Fix.
2021-02-03 23:07:13 +01:00
Radrark 937e261867
Add Smoke and Foam chemical reaction effects. (#2913)
* Adds smoke reaction effect

* smoke tweaks

* address reviews

* Smoke fix

* Refactor smoke and add foam

* Fix stuff

* Remove thing

* Little things

* Address some comments

* Address more things

* More addressing

* License stuff

* Address refactor request

* Small things

* Add nullability

* Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-03 15:26:46 +01:00
metalgearsloth 684ec60be6
Pausing content (#3061)
* Change EntityQuery to not retrieve paused by default

* GetAllComponents

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:48 +11:00
Pieter-Jan Briers c40ac26ced
A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00
Vera Aguilera Puerto 46790c5fea Updates "setmind" command to use the new console API 2021-02-02 13:41:21 +01:00
20kdc b746116825
Command "setmind", so admins can forcibly relocate other players. (#3067)
Y'all just know an admin is going to abuse this like Make Sentient/Control Mob, but oh well
2021-02-02 12:21:16 +01:00
collinlunn a5492bc943
More power nullability (#3070) 2021-02-02 12:20:24 +01:00
DrSmugleaf b0482dcb63
Add tag component and test (#2761)
* Add tag component and test

* Remove 0 capacity

* Add tag component extensions

* Change tags to be prototypes

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-02-02 12:11:04 +11:00
Acruid 8b5d66050a
Console Unify API Changes (#3059)
* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
2021-02-01 16:49:43 -08:00
20kdc 80ad2ef5b7
Botany composting & shovel/spade (or, make botany sustainable) (#3064)
* Botany: Introduce shovel and spade into hydro\_tools

* Botany: Add shovel/spade (just removes plants)

* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible

* Botany: Add spade into Saltern

* Botany: Give Saltern a bucket for the botanist

* Botany: Plant produce can be composted for nutriment/etc.

* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause

* Botany: Shovel identity crisis resolved (thanks Paul)
2021-02-01 23:46:20 +01:00
20kdc 633a6b3ab9
Walls, catwalks, table frames can no longer be constructed rotated. (#3057)
* Walls, catwalks, table frames can no longer be constructed rotated.

This should help prevent bugs from unanticipated rotations.

* SnapToGrid ZeroRotation (now SouthRotation) - Stuff must face south apparently
2021-02-01 21:58:47 +01:00
bhespiritu 6b6ddd0a73
update UpdateVisuals to use Destructible thresholds (#3051)
* update UpdateVisuals to use Destructible thresholds

* refactor windows to use Destructible threshold instead of maxDamage
2021-02-01 17:22:50 +01:00
collinlunn b51b8cb182
Some Power nullable & ComponentDependency (#3050)
* Power nullability

* AME nullability

* re-adds EnsureComponents

* conflict fix

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* removes duplicate component assignment

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-01 17:19:43 +01:00
py01 c80efdaf44
Node and NodeGroup nullability (#3047)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-29 13:21:08 +11:00
py01 4bf61770e1
Piping nullability (#3048)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-29 13:20:13 +11:00
Pieter-Jan Briers 67e1da4cc2 Syringes now automatically switch between draw/inject when emptied/filled up fully. 2021-01-25 02:10:23 +01:00
Pieter-Jan Briers 961f80254d You now stop breathing while in crit. 2021-01-24 16:38:01 +01:00
Pieter-Jan Briers 526c3d1ebf You can now rig power cells to explode.
VERY funny.
2021-01-24 16:21:18 +01:00
Pieter-Jan Briers 436694e376 Explosions can be spawned at any coordinate, play sound again. 2021-01-24 16:06:03 +01:00
Pieter-Jan Briers c947bb75e6
You feel a tiny prick (Hypospray) (#3034) 2021-01-24 14:18:12 +01:00
py01 72b5ae9468
GasGeneratorComponent (#3029)
* GasGeneratorComponent

* gas generator sprite

* component comment

* replace the other typeof with nameof

* Update Resources/Textures/Constructible/Atmos/gasgenerator.rsi/meta.json

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

* Update Resources/Prototypes/Entities/Constructible/Ground/gasgenerator.yml

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

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* specifies physics component

* comments

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-01-24 19:42:33 +11:00
20kdc e53ae365a3
Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
2021-01-24 19:17:45 +11:00
Pieter-Jan Briers 148c8daeb6 Adds 15/20/30 buttons to chem dispenser. 2021-01-23 20:27:45 +01:00
Pieter-Jan Briers 1eb5af6449 Adds ClumsyComponent.TryRollClumsy helper method. 2021-01-23 17:54:58 +01:00
Pieter-Jan Briers 6635054cac Attacks now re-orients players like interactions so. 2021-01-23 17:50:48 +01:00
Pieter-Jan Briers 85fcf7290c Clean up terrible solution entity reaction copy pasta. 2021-01-23 16:49:22 +01:00
Pieter-Jan Briers ae91059c0b Adds "Add Reagent" admin verb. 2021-01-23 16:45:20 +01:00
Pieter-Jan Briers fd7fcbadda Transfter 2021-01-22 23:04:20 +01:00
Alex Evgrashin 02ea6ce57c
Toilet (#3012)
* Ported sprites from eris

* Added yml

* lid open/close logic

* interactivity

* Working on new secret stash component

* Object will drop on destruction

* Can get item and examine message

* Reagent container and some cleaning

* Moved potted plant to stash

* New base prefab

* Now you can deconstruct toilet

* Small fixes

* Fixed unknown components errors

* Fixed grammar errors

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Now use prob

* More grammar

* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs

Aaaaaaaa

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

* No delays

* Amazing sound design

* Moved sound to mono

* Toilet viz

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-01-20 18:02:34 +11:00
metalgearsloth 6a41194bc9
Fix buckle drops. (#3023)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-20 00:16:41 +11:00
20kdc 6f360b48bf
Stop singularity from pulling ghosts, stop singularity from leaving the pull controller attached (#3021) 2021-01-19 17:35:44 +11:00
py01 a7354f8e0d
DummyWireComponent (#3011)
* DummyWireComponent

* connector wire proto names

* comment fix

* Uses IMapInit

* Removes unused icon components

* Moves component to client

* Renames component

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-18 21:51:16 +11:00
komunre 2172d00409
Clusterbang (#2712)
* Code is ready but item now spawning

* Prototype of SeveralExplosive component

* Remaked to FlashExplosiveComponent using

* Done. But i feel myself retarted

* Remaked. Looks good

* Full loaded prototype added

* Throwing in progress. Fatal error is here

* I forgot about shared

* Sloth refactor

* Delayed spawning and fix crashes

* Full clusterbang code.

* Removed useless variable and tuned delay

* Delete wrong  in CreamPiedComponent

* Now yaml is code quality followed

* Reworked to GetLevel with bugs

* Never forget resources, guys

* RoundToLevels added. Now it works.

* New textures and sloth refactor is returned

* Now it's TryGetComponent

* Visualizer maximum fix and look fix

* Logging and no max and min check

* Removed max grenades sending

* vizualizer is better now

* GrenadesMax removed

* grammar, checks, NextFloat and no more try catch

* Unused using removed

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:16:34 +11:00
Letter N c30dc030c5
Adds false alarm and updates events code (#2577)
* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm!

* thing

* greytide but it's implemented badly

* fixes&changies, also greytide!

* rng actualy exists now

* resync

* Naming Schemes

* Startup not init

* areas are dead

* very cool vsudio

* this does not exist, wtf

* Cleanup

* Nullables, fixables, and timings

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:14:53 +11:00