Commit Graph

333 Commits

Author SHA1 Message Date
DrSmugleaf 548ef3dedb
Add HUD button that displays your SSS role and allies (#1895)
* Add button that displays your SSS role and allies

* Capitalize button name

* Add cases for 0, 1 and invalid number of allies

* Make the ally syncing system saner
2020-08-27 16:39:29 +02:00
nuke 388e717a53
Get rid of CuffSystem, make CuffableComponent update its hand count properly (#1927)
* Merge branch 'master' of https://github.com/space-wizards/space-station-14 into cuff-fix

* yml

* event bus
2020-08-27 16:33:10 +02:00
metalgearsloth b0a18ebc5b
Fix AiReachable crash (#1913)
This system haunts my nightmares and I'm gonna refactor it before release.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-25 16:44:23 +02:00
metalgearsloth 6240f43ea5
Fix AI mapping crash (#1915)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-25 16:16:54 +02:00
DrSmugleaf 4f8fbe2749
Fix parallel tests unreliably failing due to statics in Atmospherics (#1914)
* Fix atmospherics statics unreliably failing parallel tests

* Cache getting atmosphere system
2020-08-25 16:14:26 +02:00
nuke a62935dab2
Handcuff system (#1831)
* Implemented most serverside logic

* All serverside cuff logic complete

* SFX, Clientside HUD stuff, Other logic.

* fffff

* Cuffs 1.0

* missing loc string

* Cuffs are stored in the balls now.

* Basic integrationtest

* Support stripping menu.

* rrr

* Fixes

* properties

* gun emoji

* fixes

* get rid of unused

* reeee

* Update Content.Shared/GameObjects/ContentNetIDs.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-25 14:54:23 +02:00
Visne 318f051fb9
Allow all door access in Suspicion mode (#1817)
* Add AccessTypes, let RuleSuspicion change it

* Fix enum description

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Move check to CanOpen()

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-25 13:37:21 +02:00
Julian Giebel d9f02a6a0a
The disposals pushing and pulling update (#1875)
* Add collision to disposal unit and pipes
Make disposal unit and pipes pullable
Implement proper handling of collisions in disposals

* Implement IsExiting
Move DisposalSystem to shared

* Change SharedDisosalUnitComponent to call manager.ContainsEntity directly

* Update saltern.yml

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
2020-08-24 20:41:15 +02:00
DrSmugleaf 8a27a5322a Replace pragma warning 649 disable/restore with default! 2020-08-24 14:10:28 +02:00
metalgearsloth 969eeb5528
Add AI factions (#1807)
* Add NPC faction tags

Some stuff isn't easy to represent by the existence of components so tags are intended to provide that functionality for AI usage.

I was 50/50 on having all tags in the 1 component or splitting it into 2. I'm leaning towards 2. This would be for stuff like say "CanMimic" so the mimic knows it's allowed to look like a specific prototype, or something like "smg" on a gun so it can say smg-specific barks for instance (as currently smgs and pistols look the same from a component perspective).

This also means combat behaviors aren't hardcoded per faction, plus it makes it easy to update faction relations during events.

* Factions command

Update faction relationships via commands.

* Remove command TODO

* Woops

Forgot to commit these items

* Serializer writing and parsing

* linq me up fam

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-24 12:33:03 +02:00
metalgearsloth 0b4ca168d4
Fix AI steering throw (#1872)
Entity steering wasn't properly checking if the target was deleted.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-23 12:42:59 +02:00
DrSmugleaf b9196d0a10
Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
2020-08-22 22:29:20 +02:00
DrSmugleaf c87a8d5b51
Fix NRE when pointing happens without player data or a mind (#1855) 2020-08-22 15:18:04 +02:00
DrSmugleaf efbd01d0bf
Add test for airlocks opening/closing and blocking entities (#1842)
* Add test for airlocks opening/closing and blocking entities

* Nullable fix classic
2020-08-22 12:30:30 +02:00
Julian Giebel 1c21f2c3b0
Rework emergency lights (#1830)
* Implement emergency lights reacting to lost power

* Add emergency light sprites
Remove shared emergency light component

* Remove unused import

* Remove EmergencyLight NetID

* Add rich description
Change comments
Add license
Implement ExposeData

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
2020-08-22 12:06:29 +02:00
metalgearsloth 72e50cce94
AI pickup changes (#1811)
* AI pickup changes

Eating and drinking isn't spammed anymore.
AI can do InRangeUnobstructed checks for item pickups.
AI can open drink cans.

AI littering to be coded.

* #nullable enable

* github's nullable fails are actively shortening my lifespan

* Use a const instead

So it's easier to find given the performance implications.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-22 12:03:24 +02:00
Víctor Aguilera Puerto c042b46220 Fix arrow visibility for ghosts.
metacomming bad
2020-08-21 13:32:04 +02:00
Pieter-Jan Briers fc2ee61f75
Fix verbs in-hand.
Properly this time.
2020-08-20 21:45:43 +02:00
Pieter-Jan Briers 8a2530e7a0
More FloatMath -> MathHelper from merge. 2020-08-20 20:34:32 +02:00
Pieter-Jan Briers bf60a4e9fc
Merge branch 'master' into mathmerge 2020-08-20 20:33:43 +02:00
Pieter-Jan Briers ed1a96e536
Nullability fixes. 2020-08-20 16:48:15 +02:00
nuke f4909cdb98
Climbing system (#1750)
* Initial commit

* Climbing uses its own controller now

* Missed a check

* Get rid of hands check

* Cleanup

* Get rid of speciescomponent stuff

* Remove unneeded check, add separate case for moving other players.

* Add DoAfter

* IClientDraggable added to ClimbingComponent

* Added some basic integration tests. Renamed ClimbMode to Climbing.

* oops

* Minor fixes

* ffff

* Table fix

* Revamped system so its more predicted, uses proper  logic for de-climbing. Get hype!!!

* Flag check fix

* Distance check and reset numticksblocked

* get rid
2020-08-20 00:13:22 +02:00
SoulSloth dc77c399b9
Add 'Scan DNA' function to medical scanner (#1783)
* Add art assets for cloning

* Added a 'Scan DNA' button to the medical scanner

* Made the UI update unconditional for the medical scanner until checks for power changes are in place

* Update Medical scanner to reflect powered status and fix #1774

* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state

* Add disabling logic to 'Scan DNA' button on medical scanner

* Removed un-used libraries

* changed scan dna button to Scan and Save DNA
2020-08-19 16:23:20 +02:00
nuke b8fef91922
Random events no longer start while in lobby and round ending forces current event to end (#1782)
* Random events cannot run in lobby and round ending forces events to end.

* Thanks p4merge

* Get rid of unused

* Apply suggestions from code review

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-19 08:54:10 +02:00
SoulSloth 7664b30951
Add a fire extinguisher (#1685)
* added a lantern

* Add A Lantern with radiating light

* Added a GasVapor system and made a base for extinguisher spray.

* switched to using solution component for fire extinguisher

* made it so fire extinguisher's can run out of water vapor

* Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles.

* Made it so gasVapor reacts and dissapates on reacting

* GasVapor now dissapates exponentially while traveling

* Added in-hands for fire extinguisher

* Added Spraysound to gasSprayer and to fire extinguisher prototype

* parameterized GasSprayer and GasVapor

* removed un-used imports in gasSprayer and gasVapor components and systems

* removed accidential threading import into gasmixturecomponent

* add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow

* paremeterized fuelCost and fuel name in GasSprayerComponent

* Paremeterized gasAmount, removed un-used code from gasVaporComponent

* Removed BaseItem Parent from Extinguisher_spray

* added GasVapor and GasSprayer to Ingored Components list

* reduced offset of spawned extinguisher vapor from player

* Update IgnoredComponents.cs

* renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow

* renamed shareExtinguisherComponent to SharedGasSprayerComponent

* Update Content.Server/Atmos/GasSprayerComponent.cs

Added check for solution component on GasSprayer.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/Atmos/GasSprayerComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-18 17:45:49 +02:00
metalgearsloth 04bc20c365
AI sleeping (#1708)
* AI sleeping

AI no longer update when dead.

* It was easier to merge master and re-apply it.

* Update AiControllerComponent.cs

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-18 15:14:55 +02:00
Víctor Aguilera Puerto d9ae942759
Make InteractUsing async, make tools use DoAfter. (#1772)
* Make IInteractUsing async, make tools use DoAfter.

* Disable warning 1998 in Content.Server

* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
2020-08-18 14:39:08 +02:00
Exp bbdfe44224
Admins can get a list of the StationEvents (#1670)
* -GetStationEventsMsg
-Fixed random in events help

* Don't send on connect

* Delete StationEvents on disconnect

* Resolve IClientNetManager when needed

* :smilethink:

* Remove setter

* Removed unused imports

* Don't resolve twice

* Add Event
2020-08-18 14:29:13 +02:00
Pieter-Jan Briers 39f13c1849
Merge pull request #1660 from juliangiebel/bug/anchoring-reagent-dispenser 2020-08-17 17:54:21 +02:00
metalgearsloth f54ba4b6d5
Gas overlay chunking (#1678)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-17 16:12:21 +02:00
DrSmugleaf b051261485
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00
Pieter-Jan Briers 58b9ac10c2
Fix right-click verbs. 2020-08-16 23:49:42 +02:00
DrSmugleaf dbeb89a5e5
Fix pulling not stopping when going into a container (#1712) 2020-08-16 18:51:21 +02:00
DrSmugleaf 1068269db0
Fix pointing by ghosts being visible to the living (#1715) 2020-08-16 16:26:07 +02:00
Visne 0b448b500d Merge MathHelper and FloatMath
Requires  space-wizards/RobustToolbox#1234
2020-08-16 14:54:52 +02:00
Vince b647ad0f42
Refactor UpdateKinematics() and fix a lot of Content warnings (#1709)
Most warnings were related to EntityQuery and IPhysicsComponent.
Partially fixes #1650 and fixes #1682
2020-08-15 20:38:35 -07:00
DrSmugleaf add4986001
Fix being able to do most verbs from within a container (#1613)
* Fix being able to do most verbs from within a container

* Fix missing container check when using global verbs
2020-08-15 20:38:37 +02:00
Víctor Aguilera Puerto b2709733a5 Revert "Welders now use EntityQuery to update instead of subscriptions."
This reverts commit a815b50f6d and fixes the issue properly.
2020-08-15 00:12:30 +02:00
Víctor Aguilera Puerto a815b50f6d Welders now use EntityQuery to update instead of subscriptions. 2020-08-15 00:02:17 +02:00
metalgearsloth 5962280d36
Station events (#1518)
* Station event system

Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.

There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.

* Invariants for event names

* Fix random event shutdown

* Mix stereo announcements to mono

* Address feedback

* Remove redundant client system and use the overlay component instead
* Drop the server prefix

* Fix radiation overlay enum

* use entityquery instead

* zum's feedback

* Use EntityQuery

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-13 22:52:17 +02:00
DrSmugleaf 4a8ed41e3a
Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
metalgearsloth 619386a04a
Server EntitySystem cleanup (#1617)
* Server EntitySystem cleanup

I went after low-hanging fruit systems.

* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies

This should also fix a decent chunk of the server build warnings, at least the ones that matter.

* Also disposals

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

* Fix build

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-13 14:17:12 +02:00
juliangiebel ba058ccbdd Add priority sorting to `InteractUsing` 2020-08-12 23:01:30 +02:00
Pieter-Jan Briers f182ff5613
Remove CannyFastMath. 2020-08-12 21:19:34 +02:00
metalgearsloth b34bd7c188
AI preset curves and expandable optimisation (#1346)
* AI preset curves and expandable optimisation

Added preset curves for considerations to use just to avoid repeating the same variables all over the shop.

Moved common considerations for expanded actions onto the expandable action e.g. you need a free hand to be able to PickUpGloves so we'll just check it the once rather than for each action.

* FIX PRAGMA

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-11 22:01:55 +02:00
metalgearsloth 452a67032f
Fix the pathfinding leak (#1647)
Off-grid entities were continually expanding the graph indefinitely which is... bad.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-11 17:36:40 +02:00
Víctor Aguilera Puerto ec75baeede Disables the AI Pathfinding system for the time being. 2020-08-10 03:33:05 +02:00
Víctor Aguilera Puerto 0c419cc448 Proper DoAfterEventArgs refactor 2020-08-09 02:04:15 +02:00
Víctor Aguilera Puerto a57883e363 Refactor doAfterEventArgs 2020-08-09 01:44:44 +02:00
Exp cc9f16e738
Adds Gas Analyzer (#1591)
* -Started Gas Analyzer
-TemperatureHelpers

* Formatting

* Adds PopupTooltip to NotifyManager

* Revert Tooltip fuckery

* Gas Analyzer gives proper error messages

* Localization

* Added a very wip gas analyzer ui

* UI works, doesn't look good but hey

* Safety checks

* Fancy WIP gas mix bar

* Gas Color

* Gas Amount shows only 2 decimal places

* -Made bar full width
-Moved gas list into a table
-Some gas bar things

* IDropped something

* Description

* -Percentage
-Padding

* ItemStatus

* -Proper Danger Warnings
-Added Warning danger state

* Pressure unit

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-08 18:24:41 +02:00