Commit Graph

348 Commits

Author SHA1 Message Date
Vera Aguilera Puerto 0feebbff00 Inline HasComponent entirely 2021-12-03 12:23:18 +01:00
Vera Aguilera Puerto 72a68c06e4 Inline one HasComponent overload 2021-12-03 12:17:57 +01:00
Vera Aguilera Puerto b835bea086 Inline GetComponent 2021-12-03 11:55:25 +01:00
Vera Aguilera Puerto c2e6da1e54 Inline QueueDelete 2021-12-03 11:43:22 +01:00
Vera Aguilera Puerto e3227546b3 Inline Delete 2021-12-03 11:43:03 +01:00
Vera Aguilera Puerto f10ed6c0c3 Inline GetAllComponents 2021-12-03 11:42:24 +01:00
Vera Aguilera Puerto 70bbd8c502 Inline Prototype 2021-12-03 11:18:05 +01:00
Vera Aguilera Puerto 5e177ae734 Inline EntityManager 2021-12-03 11:18:05 +01:00
20kdc f6d44be34f
Activatable UI component (#5184)
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent

* Move more ActivatableUIComponent stuff to ECS

* ActivatableUI component ignore on client

* ActivatableUI: Get rid of component interfaces where possible

* Add in adminOnly attribute for activatable UIs

This is so that porting #4926 to this will be easier

* Transition Solar Control Computer to ActivatableUI

* Move communications console to ActivatableUI

* Move cargo console to ActivatableUI

* Move ID card console to ActivatableUI

* ActivatableUI: Make things more amiable to entity tests adding components weirdly

* ActivatableUI: Use handling or lack thereof of events properly

* ActivatableUI: component dependency issue resolution stuffs

* ActivatableUISystem: Fix #5258

* More fixes because master did stuffo

* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work

* Move just a bit more code into the system, introduce a workaround for #5258

* Purge the player status detection stuff

* Oh and some obsolete stuff too
2021-11-23 19:19:08 +01:00
Acruid fa0ec5cbd9
AppearanceComponent API Changes (#5446) 2021-11-23 18:22:59 +11:00
Clyybber 6ac2446d26
Remove some warnings (#5391)
* Remove unused Dependency fields

* Remove noop null check
2021-11-18 16:46:35 -07:00
20kdc 8c98038692
fixrotations fixes rotations properly again (#5292) 2021-11-17 12:00:58 +11:00
Vera Aguilera Puerto 8b57bafcd1 StackSystem uses EntityUid for Split and Spawn 2021-11-09 15:35:03 +01:00
Vera Aguilera Puerto e68fd8668d Fix anchorable InteractUsing not cooperating with the rest of event handlers 2021-11-09 15:10:23 +01:00
Vera Aguilera Puerto 48f8dd2284 ActionBlocker CanInteract uses EntityUid exclusively
ActionBlockerSystem fully uses EntityUid now!
2021-11-09 15:05:49 +01:00
Vera Aguilera Puerto b6337ffe7a Makes many things use OwnerUid instead of Owner.Uid 2021-11-09 15:05:49 +01:00
Vera Aguilera Puerto 5cec5c421c ActSystem and Destruction Threshold Behaviors use EntityUid. 2021-11-09 12:06:00 +01:00
Vera Aguilera Puerto 222541f1a2 Fix AnchorableSystem resolve warnings 2021-11-09 11:51:24 +01:00
Vera Aguilera Puerto fe6590bbe6
Makes Anchorable ECS. (#5222) 2021-11-09 18:08:30 +11:00
Vera Aguilera Puerto e6e15b3728 Replace all ITransformComponent by TransformComponent 2021-11-08 12:37:32 +01:00
Kara D 6bb1e58e77
Fix item construction using nearby anchored items (pipes) 2021-11-03 14:33:00 -07:00
Vera Aguilera Puerto 5a5006e4cf
ConstructionGL2 Part 2: Better guided steps and recipes. (#5103) 2021-11-02 11:24:32 +01:00
Vera Aguilera Puerto fea41c539e Add RaiseEvent action to CGL. Machines raise a MachineDeconstructedEvent.
The latter is very useful for any special machine cleanup that needs to happen when a machine is deconstructed.
The former will be useful for so many things!
2021-11-01 17:29:09 +01:00
Vera Aguilera Puerto 0f744447d0 Remove unused using statements in construction comp 2021-11-01 17:07:30 +01:00
Vera Aguilera Puerto 182a52914a Fix construction pathfinding crash on machines when going the wrong way. 2021-11-01 16:56:33 +01:00
Vera Aguilera Puerto f12cec3f98 Fix construction DoAfter results not setting current edge index.
Fixes #5061
2021-10-28 11:21:55 +02:00
Vera Aguilera Puerto f840db0458 Fix bug which allowed you to build machines for free by taking the board out and putting it in again. 2021-10-28 11:07:33 +02:00
Visne c67160ae19
Disable warnings that would be refactored anyway (#5047) 2021-10-27 18:10:40 +02:00
Vera Aguilera Puerto d2ffabdfd4 Fix ChangeEntity collection modified exception. 2021-10-27 01:29:10 +02:00
Vera Aguilera Puerto 189a5c7847
ConstructionGL2 Part 1: ECSification, events and steps. (#5017)
- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
    - The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
    - This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
    - This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
    - This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes #4892 and fixes #4857

Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
2021-10-26 16:38:03 +02:00
metalgearsloth 9c3a603e7e Use ActionBlockerSystem as a dependency on CGSystem 2021-10-27 01:07:19 +11:00
Vera Aguilera Puerto ed3bf94a3b
Electrocution. (#4958)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-10-25 16:21:56 +02:00
Vera Aguilera Puerto 6b73b89617 Anchorable checks for ToolComponent in Valid method. 2021-10-07 22:57:35 +02:00
Vera Aguilera Puerto 365c7da4dc
Makes tools and welders ECS, add ToolQualityPrototype. (#4741) 2021-10-07 13:01:27 +02:00
Leon Friedrich 6cb58e608b
ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00
20kdc 2a8486a384
Pullability partial ECS refactor, monkey-gibbing error fix (#4695)
* Migrate lots of pulling logic out of the components and clean it up

* It's buggy, but move more code out of the pullable component

* Pulling system now throws less errors than it did before the refactor

* Finally finish the big parts of refactoring pullability

* Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown

* Port 2b68449328 to this branch

* Changes as per PR reviews

* Port e801ffac45 (SharedJointSystem) and fix issues encountered during testing

SharedJointSystem.

Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
2021-10-04 17:10:54 +02:00
Vera Aguilera Puerto 3b14c21396 Port all construction conditions to the new examine. 2021-10-01 15:27:42 +02:00
Vera Aguilera Puerto 0767bd3777
Popup ECS Refactor (#4692) 2021-09-26 15:18:45 +02:00
Vera Aguilera Puerto 61d8852799
Update StackSystem to use Resolves. (#4664)
* Update StackSystem to use Resolves.

* Compile
2021-09-20 13:39:05 +02:00
Mads Glahder 08cfc3bb46
Fix construction from inside containers (#4595)
* Disallow construction of construction ghosts from inside a container

* Move IsInContainer check to before doing container ensuring

* Move IsInContainer check to HandleStartStructureConstruction to allow building items but not construct structures when inside a cozy locker

* Update Resources/Locale/en-US/construction/construction-system.ftl

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-09-18 10:38:42 +02:00
Pieter-Jan Briers cd6c2bb373 Improve ExaminedEvent to handle newlines for you with helper methods. 2021-09-15 16:58:15 +02:00
Pieter-Jan Briers ce6e37bdd8 ECS-ify Construction[Ghost]Component IExamine. 2021-09-15 16:36:56 +02:00
Pieter-Jan Briers 3ee36350cb More IoC constructor removal 2021-09-01 13:29:52 +02:00
metalgearsloth 4e46cf7d27
Make content use EntityLookupFlags (#4531)
* Use lookup flags

* Woops
2021-08-29 14:23:11 +10:00
ShadowCommander 20a3991227
Fix deconstruction when on a step in the middle of an edge (#4519) 2021-08-25 13:45:33 +02:00
Galactic Chimp 57016d14b4 removed TryGetSound + made some SoundSpecifier datafields required 2021-07-31 19:52:33 +02:00
Galactic Chimp 5363f59a90 Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts:
#	Content.Server/Kitchen/Components/ReagentGrinderComponent.cs
#	Content.Server/Storage/Components/SecureEntityStorageComponent.cs
2021-07-30 20:26:22 +02:00
Vera Aguilera Puerto 1033d8bbe5 Use EntitySystem dependencies in a bunch of systems. 2021-07-26 13:01:47 +02:00
Galactic Chimp f531c65a0b Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts:
#	Content.Server/Actions/Actions/DisarmAction.cs
#	Content.Server/Actions/Actions/ScreamAction.cs
#	Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs
#	Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
#	Content.Server/Explosion/Components/FlashExplosiveComponent.cs
#	Content.Server/Physics/Controllers/MoverController.cs
#	Content.Server/Portal/Components/PortalComponent.cs
#	Content.Server/Portal/Components/TeleporterComponent.cs
#	Content.Server/Projectiles/Components/ProjectileComponent.cs
#	Content.Server/Singularity/Components/EmitterComponent.cs
#	Content.Server/Sound/EmitSoundSystem.cs
#	Content.Server/Stunnable/Components/StunbatonComponent.cs
#	Content.Server/Tools/Components/MultitoolComponent.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Shared/Gravity/GravityComponent.cs
#	Content.Shared/Light/Component/SharedExpendableLightComponent.cs
#	Content.Shared/Maps/ContentTileDefinition.cs
#	Content.Shared/Slippery/SlipperyComponent.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml
2021-07-25 14:12:00 +02:00
metalgearsloth ced39d4b2e
Slight trigger refactor (#4320)
* Trigger tweaks

* Finish trigger refactor

* Clusterflash too
2021-07-25 12:09:08 +02:00
Visne b7dc3c81ae
Remove redundant #nullable enable (#4275) 2021-07-16 17:37:09 -07:00
Galactic Chimp ce3c59e0e6 replacing sound (collection) names with SoundSpecifier - part 1 2021-07-10 17:35:33 +02:00
Pieter-Jan Briers 103bc19508
Pow3r: stage 1 (#4208)
Co-authored-by: 20kdc <asdd2808@gmail.com>
2021-07-04 18:11:52 +02:00
Vera Aguilera Puerto ef958185fb
DoAfter can now raise events so you don't need to use async with it (#4253) 2021-07-04 21:32:24 +10:00
Vera Aguilera Puerto 4ce05a9b75 Work around transform anchoring in construction. 2021-06-29 21:23:00 +02:00
Galactic Chimp 392b820796
Removed old Loc.GetString() use instances (#4155)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-06-21 02:13:54 +02:00
Vera Aguilera Puerto f7b89daa74 Move ComputerUIActivatorSystem to Computer namespace. 2021-06-20 11:42:37 +02:00
Acruid 15fb554c28
Engine Entity Anchoring Changes (#4195)
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.

* Fixes power tests with new anchored requirements.

* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.

* Fixed bug with nodes, power works again.

* Adds lifetime stages to Component.

* Update Engine to v0.4.70.
2021-06-19 19:41:26 -07:00
Vera Aguilera Puerto a2b737d945
Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00
DrSmugleaf 9b8185db23
Deprecate IActionBlocker in favour of cancellable events (#4193)
* Deprecate IActionBlocker in favour of cancellable events

* Bring back old speech/emoting component restrictions

* Rename action blocker listener methods

* Use Entity System public methods instead of extension methods

Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2021-06-19 10:03:24 +02:00
DrSmugleaf f878f353e4
Move some files out of Content.Shared root because I forgot (#4182) 2021-06-13 22:52:40 +10:00
Vera Aguilera Puerto 0093a961bc
Refactor stacks to not use method events (#4177) 2021-06-12 11:24:34 +02:00
DrSmugleaf ff1a2d97ea
Re-organize all projects (#4166) 2021-06-09 22:19:39 +02:00
Vera Aguilera Puerto 1ec2f39291 Fix some things setting StackComponent count manually. 2021-05-30 08:53:02 +02:00
Vera Aguilera Puerto f64433a14d Makes more things queue delete to prevent physics collision callback issues. 2021-05-26 18:43:12 +02:00
Vera Aguilera Puerto 33fa208214
Refactors stacks to be fully ECS. (#4046) 2021-05-26 10:20:57 +02:00
DrSmugleaf ad3b7fe97d
Remove field: from DataField attributes (#3932) 2021-05-04 15:37:16 +02:00
Acruid 00e01d51fd
SnapGridComponent Removal (#3884)
* Removed SnapGridOffset, there is only center now.

* SnapGridComponent methods are now static.

* Removed SnapGridComponent.OnPositionChanged.

* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.

* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.

* Static snapgrid methods on MapGrid are no longer static.

* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.

* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.

* Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset.

* Update engine submodule to v0.4.46.
2021-04-28 10:49:37 -07:00
metalgearsloth 67f9e9cb5e
Split entity lookups from entity manager (#3747)
* Split entity lookups from entity manager

* IoC instead

* IoC refactor

* Fix bad resolve

* Remove EntityManager EntityLookup

* Update submodule

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-04-06 13:31:07 +10:00
Vera Aguilera Puerto d0abb85a6e Renames IEdgeCondition to IGraphCondition 2021-03-25 18:59:16 +01:00
Acruid 9459400002
SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem.

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-21 17:12:03 +01:00
ShadowCommander 45d93d8faa
Fix chairs not unbuckling entities when deconstructed or destroyed (#3696) 2021-03-18 10:48:17 +01:00
ShadowCommander 51178b9ae7
Airlock construction (#3609)
* Add construction and deconstsruction of airlocks

* Change name to door electronics

* Rearrange things

* Fix errors

* Fix physics error from bumping

* Prevent editing the map for now

* Address reviews

* Change switch to if

* Fix newlines
2021-03-17 13:07:49 +01:00
DrSmugleaf a5ade526b7
Enable nullability in Content.Server (#3685) 2021-03-16 15:50:20 +01:00
Vera Aguilera Puerto f5396344ef
Machine construction can now use tags. (#3532)
* work on machine tags

* Makes protolathe board use tag requirements
2021-03-08 05:09:30 +01:00
Vera Aguilera Puerto 13e95ac9a8
Makes construction graphs turing complete (#3516)
* Makes construction graphs turing complete

* Improvements
2021-03-08 05:09:17 +01:00
metalgearsloth 4d064abcd7
Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
Paul Ritter 5c50b1f6ed
Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
Acruid 6c081d9d8d
Shared Containers (#3331)
* Namespace changes for containers.
Moved ContainerSlot from content to engine.

* Merged client/server ContainerManagerComponents into a single shared version.

* Mapfile and nullability fixes.

* Upgrades map.

* Update engine.
2021-03-01 15:24:46 -08:00
Pieter-Jan Briers 1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00
metalgearsloth 3e64fd56a1
Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
tmtmtl30 233a4cb51f
fixes weird occlusion of constructed walls (#3404) 2021-02-25 11:52:26 +01:00
Vera Aguilera Puerto 5b9fb5cb86 Fix EmptyContainer properly. 2021-02-25 11:41:11 +01:00
Vera Aguilera Puerto 9b76fa95aa Fix EmptyContainer graph action for items 2021-02-25 11:37:01 +01:00
DrSmugleaf fdcbece63d
Refactor stacks to use prototypes (#3387)
* Refactor stacks to use prototypes

* Fix not assigned warning

* Add names to stacks

* Make machine baords and material constructions use the name as well

* Remove defaulting stacks to prototype id

* Fix tests

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-25 16:18:29 +11:00
Acruid ca4fd649fe
Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
Vera Aguilera Puerto 9b1142973e
Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
Paul 856b293d87 Merge branch 'master-upstream' into expl_int_analyzer
# Conflicts:
#	Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs
#	Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs
#	Content.Server/GameObjects/Components/Chemistry/PillComponent.cs
#	Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs
#	Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
#	Content.Server/GameObjects/Components/Medical/HealingComponent.cs
#	Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs
#	Content.Shared/Chemistry/Solution.cs
2021-02-04 17:50:28 +01:00
Paul d5cd82de60 explicit interface go brrrr 2021-02-04 17:44:49 +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
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
Vera Aguilera Puerto c3341132c5
Upgradeable machines. (#2675)
* Start work on upgradeable machines.

* Upgradeable machines work

* Component requirements for upgradeable machines

* Better container handling

* Remember to not push submodule updates in your PRs, kids!

* Refresh parts after building a machine.

* NetSync false

* Address some reviews, fix some bugs

* Nullable stackhelpers dependencies

* Use container helper method to delete all entities in containers

* Nullable string in AddContainer

* Better examine for machine frame and construction in general

* Machine breakage

* Nullable node

* nullable GraphPrototype

* Re-save saltern for autolathe parts

* Fix SaveLoadSave
2020-12-03 22:49:00 +01:00
Git-Nivrak 6d2882c7cf
(Smaller) Construction PR - (IC Construction) (#2575)
* Disable Pulling When Buckling an entity

* Projectile Improvements

If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Firelock In Progress

* Revert "Projectile Improvements"

This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.

* Firelock Graph

* Revert "Merge branch 'master' into test2"

This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.

* Bunch of stuff

- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice

* Output2 to FloorTileItemComponent

* Plating, Underplating and Tiles (+FloorTile Improvements)

* Turf Fixes

+ APC Electronics

* Reinforced Glass In-hand textures

* All the fixes

* Final Changes

* (Hopefully) Last commit

* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml

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

* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs

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

* A Few more things

* Edit FirelockComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-20 15:58:06 +01:00
Víctor Aguilera Puerto 87cb22838b Fix bug where built computers would spawn with an extra board. 2020-10-31 14:17:33 +01:00
Víctor Aguilera Puerto c904a7e9c4 Fix error when trying to change layer that doesn't exist in SpriteChange and SpriteStateChange. 2020-10-12 12:54:41 +02:00
DrSmugleaf b64cb24059
Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
2020-10-11 16:36:58 +02:00
DrSmugleaf 753ca81865
Replace MapIndices with Vector2i (#2228)
* Replace MapIndices with Vector2i

* Update da submodule

* AA EE II OO U U

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-11 15:21:21 +02:00
Víctor Aguilera Puerto 745401a41e
Data-oriented Construction System (#2152)
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
2020-10-08 17:41:23 +02:00