Commit Graph

153 Commits

Author SHA1 Message Date
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
Pieter-Jan Briers ed1a96e536
Nullability fixes. 2020-08-20 16:48:15 +02:00
Julian Giebel 259762717b
Change cell that spawns with flashlights (#1781)
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
2020-08-18 19:33:24 +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
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
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
Víctor Aguilera Puerto 2dc4bbd604 Fix welder updating when deleted 2020-08-14 23:54:50 +02:00
Víctor Aguilera Puerto 4ebd7e0dbc Welder now exposes temperature to hotspot every update. 2020-08-14 18:03:52 +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
Víctor Aguilera Puerto 32e4c24342 Adds atmos helpers, welding tool now lights up fires 2020-08-11 22:34:37 +02:00
Exp c61e6d541b
Moves ExamineSystem to Shared & adds next step info to construction examine (#1567) 2020-08-01 17:37:12 +02:00
DrSmugleaf bda5ce655f
Add the trash man (#1367)
* Add disposal.rsi

* Rename disposal resource to disposal.rsi and create basic components

* Add disposal nets

* Add pushing entities along the disposal network

* Add disposal unit

* Unregister disposable component

* Add flush and selfinsert verbs to disposal unit

* Add gradual disposals movement

* Fix being able to walk through space for a while after exiting disposals

* Multiply disposals speed by 10

And fix early returns when moving an entity

* Rename Disposable component to InDisposals

* Remove DisposalNet and add on anchor events

* Remove anchored events, moved to interfaces

* Code cleanup

* Fix adjacent tubes' connections when a tube connects

* Fix jittery movement in disposals

* Remove Logger.Debug call

* Move disposals updates to InDisposalsComponent

* Fix adjacent connection valid directions check

* Disposal tubes now throw you out where they are facing

* Add disposal unit exit cooldown

* Set different disposal pipe sprite state depending on anchored value

* Add recycler

* Add recycler animation

* Add bloody texture to the recycler when grinding a living being

* Add PowerDevice component to the disposal unit

* Made the Recycler center on the grid

* Add disposal junction

* Add picking a random direction if junction is entered from the output side

* Add disposal flush and clang sounds

Taken from VGStation

* Move disposal flush and clang sound file names to exposedata

* Add disposalsmap.yml to test with

* Add summaries to DisposalUnit fields

* Add sideDegrees yaml property to disposal junctions

* Fix outdated usings

* Add conveyor resources

* Update RobustToolbox

* More merge fixes

Add conveyor collision masks

* Add ConveyorComponent

* Fix crash when reentering a body

* Merge branch 'master' into disposals-1147

* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml

* Move IAnchored and IUnAnchored to AnchorableComponent

* Update power components and remove old disposals map

* Remove redundant sprite layers

* Add tile pry command

* Fix tilepry command

* Fix DisposalJunctionComponent missing a component reference

* Add anchor by radius command

* Add Y-Junctions

* Add disposal bend

* Add unanchor command

* Change DisposalJunction prototypes to specify their angles

* Fix disposal units being hidden below the floor

* Removed IAnhored and IUnAnchored interfaces

* Replace CanBeNull annotation with nullable reference types

* Update showwires command

* Add recycler recycling items

* Added angle and speed properties to ConveyorComponent

* Fix conveyort textures

* Add animation to the disposal unit

* Fix anchor and unanchor commands sometimes not finding any entities

* Fix not reading flush_time from disposal unit prototype

* Fix merge conflict wrong using

* Fix disposal, recycling and conveyor texture paths

Delete diverters

* Update visualizer names

* Add DisposableComponent, change drag and drop to work with multiple components

Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments

* Add conveyor belts properly moving entities on top

* Anchorr wires

* Change conveyor bounds to 0.49

* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows

* Add starting/stopping conveyors

* Add reversed conveyors

* Add conveyor switches

* Move InDisposalsComponent code to DisposableComponent

* Add ExitVector method to tubes

* Fix not updating tube references when disconnecting one

* Replace IoCManager call with dependency

* Add tubes disconnecting if they move too far apart from one another

* Move disposals action blocking to shared

* Add rotating and flipping pipes

* Make conveyor intersection calculations approximate

* Fix 1% chance of the server crashing when initializing the map

Happens when emergency lockers remove themselves

* Add disposal unit interface

* Make disposal units refuse items if not powered

* Make disposal tubes hide only when anchored

* Make disposal junction arrows visible to mere mortals

* Add disposal tubes breaking

* Add tubeconnections command

* Add missing verb attribute

* Add flipped disposal junction

* Add ids and linking to conveyors and switches

* Add conveyor switch prying and placing

* Add anchoring conveyor switches and refactor placing them

* Add missing serializable attributes from DisposableComponentState

* Make conveyor speed VV ReadWrite

* Change drawdepth of conveyors to FloorObjects

* Make conveyor anchored check consistent

* Remove anchoring interaction from switches

* Add conveyor switch id syncing and move switches slightly when pried

* Make entities in containers not able to be moved by conveyors

* Add conveyor and switches loose textures

* Merge conflict fixes

* Add disposal unit test

* Add flushing test to disposal unit test

* Add disposal unit flush fail test

* Add disposals to the saltern map

* Fix saltern disposal junctions

* Add power checks to the recycler

* Fix disposal unit placement in maintenance closet

* Remove disposal junctions from saltern

* Readd junctions to saltern

* Add the chemmaster to saltern at the request of Ike

* Move the chemistry disposal unit

* Fix casing of disposal flush sound

* More merge conflict fixes

* Fix a compiler warning.

* Remove popup invocation from buckle

* Remove showPopup parameter from InteractionChecks

* Remove unnecessary physics components

Fixes the physics system dying

* Replace PhysicsComponent usages with CollidableComponent

* Update existing code for the new controller system

* Change conveyors to use a VirtualController instead of teleporting the entity

* Remove visualizer 2d suffix and update physics code

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method

* Add syncing conveyor switches states

* Fix the recycler wanting to be a conveyor too hard

* Fix showwires > showsubfloor rename in mapping command

* Fix wifi air conveyors

* Fix test error

* Add showsubfloorforever command

Changes drawdepth of the relevant entities

* Disable opening the disposal unit interface while inside

* Add closing the disposal unit interface when getting inside

* Add closing the interface when the disposal unit component is removed

* Add removing entities on disposal unit component removal

* Delay disposal unit flush and fix serialization

* Implement pressure in disposal units

* Fix chain engaging a disposal unit

* Implement states to the disposal unit

* Fix missing imports from merge conflict

* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Address some reviews

* Fix za buildo

* Use container helper to detach disposables

* Make conveyors use the construction system

* Make conveyor groups and syncing sane

* Make flip flip

brave

* Add activate interface to conveyor switches

* Fix not removing the switch from its group when it's deleted

* Fix not registering conveyors and switches on initialize

* Stop using 0 as null

* Disconnect conveyors and switches when disposing of a group

* Make disposal units not able to be exited when flushing

* Make disposal units flush after a configurable 30 seconds

* Add handle and light layers to the disposal unit

* Merge engaging and flushing

* Update saltern.yml

* I love using 0 as null

* Make disposal unit visual layers make sense

* Remove duplicate remove method in disposal units and update light

* Replace DisposableComponent with disposal holders

* Fix disposal holders deleting their contents on deletion

* Account for disposal unit pressure in tests and make a failed flush autoengage

* Rename disposable to holder

* Fix junction connections

* Disable self insert and flush verbs when inside a disposal unit

* Fix spamming the engage button making the animation reset

* Make the recycler take materials into account properly

Fix cablestack1 not existing

* Merge conflict fixes

* Fix pipes not being saved anchored

* Change conveyors and groups to not use an id

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
Exp a7b2a1ad2f
Fix welder making unwanted sounds (#1536)
* Fix Welding making sounds if not actually welded something

* Fix Sound Error

* -Hardcode bad
-Removed duplicate sound on suicide
2020-07-29 15:14:04 +02:00
DrSmugleaf 4b4e83d2bf
Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00
DrSmugleaf a8b3c99075
Add two-way serialization in ExposeData for some of the components that are missing it (#1451) 2020-07-23 01:46:09 +02:00
Acruid ea94f4a182 Moved interaction interfaces from Server to Shared. 2020-07-18 22:51:56 -07:00
DrSmugleaf e1f9033a69 Merge branch 'master' into buckle-locker-fix-1262 2020-07-08 15:35:20 +02:00
DrSmugleaf d20e4969e2
Add light to lit welders (#1282)
* Add light to lit welders

* Fix null errors

* Make the welder light orange
2020-07-08 13:41:32 +02:00
bhespiritu df395b9435
Fixed Welding Tool Not Updating (#1314)
* Fix Welding Tool Not Updating

- Added in the ISolutionChange interface so that it dirties the entity any time the amount of welding fuel changes. This applies whether it's lit or unlit.
- I also removed some redundant code.

* Update Content.Server/GameObjects/Components/Interactable/WelderComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-07-08 11:46:54 +02:00
DrSmugleaf 8f685f0541 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 20:36:43 +02:00
AJCM-git ae41d03ec6
Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00
DrSmugleaf 7cc5a3fb65 Merge conflict fixes 2020-07-07 00:23:41 +02:00
DrSmugleaf b850ac2437 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 00:20:07 +02:00
chairbender b35333d366
Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00
DrSmugleaf 81647d696e Disable interactions for entities in storage 2020-07-03 23:57:19 +02:00
Acruid 3ee480a3b1
Deconstruction Features (#1242)
* ConstructionSystem now detects when a tool is used on an arbitrary entity.

* Refactored building logic from ConstructionComponent to ConstructionSystem.

* Add OnDeconstruct events so that deconstruction can be blocked if prerequisites are not met.

* Multi-step deconstruction works.
Windows can be deconstructed using a screwdriver.

* In-hand construction and deconstruction works.

* Intermediate entities now have a better name assigned to them when created.

* Removed a question mark to appease Jenkins.

* Instead of running ExposeData on the existing ItemComponent of an intermediateFrame, the system will now replace the existing ItemComponent with a new one, and run ExposeData on the new one.
2020-07-02 14:50:57 -07:00
py01 23cc6b1d4e
Power Rework (#863)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-06-28 17:23:26 +02:00
Víctor Aguilera Puerto b8eb9289a6 Instruments no longer stop playback when someone disconnects. Fix #1209 2020-06-25 15:01:46 +02:00
Swept bad7f9dc6b
Lots of new inhands, adds phoron (#1220)
* Beaker Inhands

* Flashlight Inhands

* Tile Refactor

* Adds metal/glass sheet inhands

* Removes plasma

* Adds Phoron

* We boolin'

* Phoron inhands

* First Pass inhand food

* First food inhand pass

* Soda inhand sprites

* Actually adds them
2020-06-25 13:51:58 +02:00
Víctor Aguilera Puerto 70a803e24e Cleanup ToolComponent 2020-06-25 13:50:41 +02:00
Víctor Aguilera Puerto 6f47669b38 Fix all tools having anchorable quality by default 2020-06-25 01:33:54 +02:00
Pieter-Jan Briers f3a816321c
Merge branch 'master' into 20-06-24-movement-prediction 2020-06-24 04:04:43 +02:00
Pieter-Jan Briers da45a52325
WiP movement prediction. 2020-06-24 02:21:20 +02:00
DrSmugleaf ff0f082138
Fix being able to use invalid verbs as a ghost (#1157)
* Add CanInteract check to 18 verbs

* Add more caninteract checks to verbs without it

Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close
2020-06-22 18:54:56 +02:00
Memory 21c41f28ed
Refactor all references to AudioSystem functions now that the old ones are obsolete. (#1081)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-07 15:55:15 +02:00
Remie Richards 2e38c194f7
IExamine can now limit certain details behind a 'details' range check. (#1039)
* IExamine can now limit certain details behind a 'details' range check.

* Comic's Review fixes.
- colour -> color. My ancestors are saddened by this.
- Can see wire panel opened/closed at any distance again.
2020-05-31 20:29:06 +02:00
Víctor Aguilera Puerto a9a43f25ce Remove unused IEntitySystemManager dependencies. 2020-05-31 19:58:49 +02:00
FL-OZ 53900b79e9
Rename `SoundComponent` and refactor its wrong usages. (#1036)
* Rename `SoundComponent` and refactor its wrong usages.

* Replace verbose IoC grabs with EntitySysetm.Get

* unused depend

Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-05-31 19:40:36 +02:00
Pieter-Jan Briers 94917a63a6
Fix compiler warnings 2020-05-28 17:44:51 +02:00
Leo 312ec5760c
Adds ISuicideAct and support for Held Item and Environmental suicides (#1010) 2020-05-28 01:05:12 +02:00
Víctor Aguilera Puerto 8a81f54a45 Makes InRangeUnobstructed use MapCoordinates. Fixes #1003
(Also updates Submoduke)
2020-05-26 14:23:25 +02:00
Swept 8860ca6e2c
Crowbar, Wrench, Welder inhand (#990) 2020-05-24 21:44:22 +02:00
zumorica 3cf2948f82 Fix remnants of IAfterAttack 2020-05-24 13:47:13 +02:00
zumorica 934e69d6e3 Merge branch 'master' into 2020-04-28-tool-component
# Conflicts:
#	Content.Server/GameObjects/Components/AnchorableComponent.cs
#	Content.Server/GameObjects/Components/Construction/ConstructionComponent.cs
#	Content.Server/GameObjects/Components/Doors/AirlockComponent.cs
#	Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.cs
#	Content.Server/GameObjects/Components/Interactable/Tools/CrowbarComponent.cs
#	Content.Server/GameObjects/Components/Power/PowerTransferComponent.cs
#	Content.Server/GameObjects/Components/WiresComponent.cs
2020-05-23 18:00:28 +02:00
Clyybber 1ad9a10050
Fix #274 (#927) 2020-05-23 17:23:25 +02:00
zumorica 154ff47446 Add a few useful popups to welders. 2020-05-23 14:26:41 +02:00
zumorica eb3660b9cb Use DataField for tool quality enum 2020-05-23 14:20:26 +02:00
zumorica 3029e31e4a Merge branch 'master' into 2020-04-28-tool-component
# Conflicts:
#	Content.Server/GameObjects/Components/AnchorableComponent.cs
#	Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.cs
#	Content.Server/GameObjects/Components/Interactable/Tools/CrowbarComponent.cs
#	Content.Server/GameObjects/Components/Power/PowerTransferComponent.cs
#	Content.Server/GameObjects/Components/WiresComponent.cs
#	Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
#	Resources/Prototypes/Entities/Items/tools.yml
2020-05-23 12:02:34 +02:00
chairbender 6a4d78cfac
Add interaction checks to all interactions (#923) 2020-05-23 11:27:31 +02:00
Pieter-Jan Briers cad59d2cb4
Fancy Verb Menu & Verb API Refactor (#928) 2020-05-23 03:09:44 +02:00
zumorica 6daa1bcf27 Only play tool sound if the use goes through 2020-05-22 21:24:59 +02:00
zumorica 1e91b9f075 Change properties to auto-properties 2020-05-20 11:05:55 +02:00
zumorica e5ddf6e309 Add tile prying component 2020-05-20 10:55:17 +02:00
zumorica f04b9c0a2f God fucking dammit 2020-05-19 14:52:45 +02:00
zumorica be6eba4f75 Add TryPryTile 2020-05-19 14:50:24 +02:00
zumorica 06d2cc74ed Refactor a bunch of stuff. 2020-05-19 14:17:48 +02:00
zumorica 06c7030514 Some work 2020-05-17 12:58:54 +02:00
zumorica b1db8d1e7a Add WelderComponent back 2020-05-11 15:26:07 +02:00
zumorica 8e10522bd2 Read enums only when reading from serialized data 2020-04-29 14:26:13 +02:00
zumorica 6dd0b00512 Fix bug where fuel wouldn't be consumed 2020-04-29 14:10:22 +02:00
zumorica 0a44490acb Change fuel consumption back to normal 2020-04-29 13:56:38 +02:00
zumorica ff5549a0d1 Finish refactoring tools. Add multitools. (as in multiple tools in one) 2020-04-29 13:48:32 +02:00
zumorica ca5638badf Start refactoring tools 2020-04-28 16:44:53 +02:00
Pieter-Jan Briers 9c0a670525
Fix flashlights not updating status when battery inserted. 2020-01-12 02:02:58 +01:00
Pieter-Jan Briers 92da411ea5
Flashlight wattag is now a VV-able variable. 2020-01-12 02:01:00 +01:00
Pieter-Jan Briers 411c23c46e
Item status! 2020-01-09 00:28:04 +01:00
Acruid 1fe09c580c Entities now require a location when being spawned. 2019-12-16 21:44:24 -08:00
Pieter-Jan Briers 4265fac7b8
Welders now play sounds when toggled. 2019-11-29 16:46:25 +01:00
Ephememory d63c879404 Crowbar floor tiles and placement (#429)
* Adds tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing

* fixes

* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.

* Changes per review request

* move stack.use and if statement
2019-11-23 22:10:05 +01:00
Ephememory 1f177a044d Fix flashlight PointLight radius (#438)
* Add radius to `HandheldLightComponent.cs`

* Revert handheldlightcomponent and simply specify radius to flashlight in yaml.
2019-11-21 15:23:09 +01:00
ZelteHonor b2e2aef78d Rider static analysis (#433)
* Non-accessed local variable

* Merge cast and type checks.

* StringComparison.Ordinal added for better culture support

* Supposed code improvement in launcher. Remove unused code.

* Update ExplosionHelper.cs

Unintentional change.

* Optimized Import

* Add Robust.Shared.Utility import where it was deleted

* Other random suggestion

* Improve my comment
2019-11-13 23:37:46 +01:00
rok-povsic e5150d3714 Fix crowbar distance to work on adjacent tiles (#424)
* Fix crowbar distance to work on max 1.5 tiles

* Use existing distance methods

* Use the existing InteractionRange
2019-11-10 21:50:13 +01:00
Pieter-Jan Briers fd109436e5
Localize & fancify all the examine tooltips with markup. 2019-10-13 22:49:07 +02:00
Pieter-Jan Briers cf97ef7ad1
Give flashlights feedback about dead/missing cell. 2019-10-10 11:50:53 +02:00
DamianX be4197351a Fixed examine things (#308) 2019-08-19 22:27:25 +02:00
Pieter-Jan Briers ceb8cc8421
Use automatic component registration. 2019-07-31 15:07:54 +02:00
Pieter-Jan Briers 1132e5b6a7
Update submodule: light cleanup. 2019-07-30 13:31:46 +02:00
Pieter-Jan Briers 930cb61af8
Flashlight improvements:
1. Sound effects
2. fixed sprite having a hole
2019-07-27 11:56:36 +02:00
Acruid d52e5ccbfb Verbs can now set themselves as invisible. 2019-05-22 08:53:50 -07:00
Pieter-Jan Briers e35d5390db Storage system refactor & map init.
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
  Use an appearance visualizer instead.
2019-05-05 18:52:06 +02:00
Acruid 25b50ebb27 Changed some function names on IMapGrid.
UnitTesting project is now filtered out of the code coverage.
2019-04-28 22:08:27 -07:00
Acruid d3daa83b82 Map System Code Refactor (#204)
* Removes static `IoCManager` service locator calls from `Robust.Shared.Map` namespace.
* Misc code cleanup and filling out doc comments for Map classes.
* Added Union and Intersect methods to Box2.
* Any touched component was converted from static IoC calls to field injection.

Sibling PR to https://github.com/space-wizards/RobustToolbox/pull/796.
2019-04-21 01:20:18 +02:00
Silver a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers c283634efb
Make examine use tooltips. (#189)
FANCY.
2019-04-09 17:33:53 +02:00
PrPleGoo 35f3cbe3f9 Engineer's helmet (#188)
* refacting some sprite things

* fix sprites

* Netcode for sending a new icon state to the ClientComponent

* Fixed broken torches.

* Fix dirty calls.

* ClothingComponentState now also includes EquippedPrefix

* Inherritance ClothingComponent : ItemComponent

* Added parameter to ItemComponentState constructor.

* Update RobustToolbox

* Revert "Update RobustToolbox"

This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.

Undo weird commit to toolbox?
2019-04-08 12:18:27 +02:00
PrPleGoo c90d54664b UseEntity with an EventArg object for a parameter 2019-04-05 19:42:49 +02:00
PrPleGoo 7d85141c9b AfterAttack with an EventArg object for a parameter 2019-04-05 19:40:46 +02:00
PrPleGoo ee7a29326d AttackBy with an EventArg object for a parameter 2019-04-05 19:22:38 +02:00
Pieter-Jan Briers 9f3f09871e
Wires are now actually hidden by floor tiles. (#181) 2019-04-04 15:09:06 +02:00
Pieter-Jan Briers 415b7e96fd
Transform refactor. (#139)
space-wizards/space-station-14#725
2019-01-18 11:40:30 +01:00
Pieter-Jan Briers b0f212bad5
Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Pieter-Jan Briers 4720182cf4
Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now.

* Cleanup
2018-11-11 20:05:09 +01:00
PJB3005 1dabe49234 VV support. 2018-09-09 15:34:43 +02:00
Centronias ef506006b3 Toggleable flashlight (#106)
Fixes second half of #92 

Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.

Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates

Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
2018-08-28 17:39:20 +02:00
Pieter-Jan Briers d7074bf74f
Construction System. (#87)
* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
2018-08-02 08:29:55 +02:00
Pieter-Jan Briers b34591ab59
Data Rework Content Edition (#82)
* WiP Data Rework.

* Convert stationstation to new map format.

* stationstation.yml v2

* Update submodule
2018-07-26 23:38:16 +02:00
Acruid 8c874c76dc Base Update() method was removed from components in engine, added some basic ECS systems to update the components. (#79) 2018-07-26 23:26:19 +02:00
clusterfack 3915b735ae Examine System (#65)
* Examine System

* Adds some relevant comments
2018-05-09 16:34:26 +02:00
Pieter-Jan Briers 61a1e769d7 Sprite refactor (#63)
* Sprite refactor compatibility.

* Sprite-level rotation.

* Dude it works.

Welder now has an unshaded flame toggle!

Door component no longer on client!

* Remove debug text.

* Update.
2018-05-08 01:20:15 -05:00