Commit Graph

6193 Commits

Author SHA1 Message Date
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
DrSmugleaf 96e5e34084
Make DoAfters use DamageChangedMessage instead of an event (#3115) 2021-02-10 12:36:05 +11:00
DrSmugleaf 7a069a4a0f
Change AddAccent command to be case insensitive (#3112) 2021-02-09 20:21:29 +01:00
Vera Aguilera Puerto 9b1142973e
Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
Pieter-Jan Briers c8ca4f3fbc Blame Rider for it that always works. 2021-02-08 22:52:52 +01:00
Pieter-Jan Briers c4fe0c904c Merge branch 'master' into expl_int_analyzer 2021-02-08 22:46:28 +01:00
metalgearsloth 7fbf2c9873
Increase lobbyduration default (#3099)
I think 60's okay for SSS but when we get actual rounds I'd make it 90.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-07 13:55:10 +01:00
Alex Evgrashin 59e72697cb
Buildable wall light (#2644)
* Added empty light

* Can build light fixture

* Can construct and deconstruct small light

* You can build bulbs only on walls

* Playing with placement conditions

* Refactored code a bit

* Added check for north direction and snapping

* Fixed all small light sprites (wrong directions order)

* Fixed weird problem with bulb lights

* Fixed rotation on all stations

* Fixed map again

* Much better placement mode

* Deleted shared wall component and moved all logic to raycasts

* Missing bracket

* Better texture

* Moved wallmount condition to tags

* Removed station station

* Added suffix and fixed on map init bug
2021-02-07 00:05:53 +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 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
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
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
Pieter-Jan Briers 29918b2810 Fix suspicion round end timer, actually show it. 2021-02-04 04:16:36 +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
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
Vera Aguilera Puerto 59d508c5df Fixes exception when solution reaction completely removes reagent.
Fixed #3053
2021-01-30 15:55:10 +01:00
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 c947bb75e6
You feel a tiny prick (Hypospray) (#3034) 2021-01-24 14:18:12 +01:00
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
metalgearsloth 329d599107
Fix drag-drop stripping (#3001)
* Fix drag-drop stripping

* More robust

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-24 19:00:58 +11:00
Paul 5f6d2d50ba fix cause of renaming of proj 2021-01-23 22:45:23 +01:00
Pieter-Jan Briers 148c8daeb6 Adds 15/20/30 buttons to chem dispenser. 2021-01-23 20:27:45 +01:00
Pieter-Jan Briers ea33397c89 Mark ReagentUnit instance methods are readonly. 2021-01-23 20:09:02 +01:00
Paul eca029a278 adds attr 2021-01-23 20:00:29 +01:00
Pieter-Jan Briers 2af616284e Log all broken reactions. 2021-01-23 19:37:28 +01:00
Pieter-Jan Briers 8b2f28f155 ReactionPrototype now uses arrays instead of lists internally.
Just a tiny optimization.
2021-01-23 19:36:48 +01:00
Paul cd5b6ecc90 Merge branch 'master-upstream' into expl_int_analyzer 2021-01-23 19:09:18 +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
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
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
py01 e759a8aec9
Filter sprites & visualizer (#3008)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-17 16:10:22 +01:00
py01 138cdaba5b
Enable nullable in ReactionPrototype & ReagentPrototype (#3005)
* Enable nullable in ReactionPrototype & ReagentPrototype

* Remove unecessary sets

* Fix updates branch

* Review fixes

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-15 16:40:10 +11:00
Paul Ritter ce096f9c51
ports over datasets (#2663)
* ports over datasets & ignores the dataset prototype clientside

* moved dataset to shared

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-01-14 18:08:55 +11:00
py01 4c80082555
Reaction sound re-added (#2990)
* Reaction sound re-added

* Moves reaction sound file to reaction prototype

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-14 18:06:23 +11:00
py01 1f18dd568a
GasFilterComponent (#2935)
* GasFilterComponent

* Client ignore component

* Diff fixes

* diff fix 2

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-13 23:15:53 +01:00
Pieter-Jan Briers af1838c641 Fix hunger not updating thresholds correctly from rejuvenate. 2021-01-12 21:24:18 +01:00
Pieter-Jan Briers 052ea49884
Implement magboots. (#2988)
Got an alert and action and everything.
2021-01-11 19:24:09 +01:00
metalgearsloth acb3c72d99
Drag changes (#2487)
* Drag changes

* Higlights only show near cursor
* Don't highlight un-droppable entities
* Fixes invalid highlights issue

* Also the scanner

* 2 months fix

* Address reviews

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-11 22:14:01 +11:00
Paul d3dda274e3 fixes blockgamearcadecomponent runtime 2021-01-11 10:59:19 +01:00
Swept 62fa453a20
Changes lobby fluff text to be better worded. (#2855)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2021-01-11 10:12:05 +01:00
Pieter-Jan Briers 3baea68569 Remove weird deletion from SharedStackComponent.cs 2021-01-11 09:58:11 +01:00
Pieter-Jan Briers 96b21ffd1d Fix nullable errors with AfterInteract in UtensilComponent. 2021-01-11 09:36:21 +01:00
Pieter-Jan Briers 374b100a5e Use IGameTiming for lobby timing instead of DateTime.
Fixes #1681
2021-01-11 09:04:09 +01:00
Ygg01 c01b1d5c05
Add cigarettes and matches to SS14 (#2522)
* Add resources for cigs/matches

* Add files for cigarettes

* Remove Shared Components

* Applied some of the suggestions

* Change priority to allow matches to be set alight by matchbox

* Added item for pack of cigars

* Add swepts resources. Fix naming

* Fix naming, implement suggestions.

* Addressed Paul's suggestions

* Remove unused resources

* Fix Paul's suggestions
2021-01-11 00:17:28 +01:00
Vera Aguilera Puerto 12c733654c
Basic gibbing (#2973)
* Adds gibbing

* Adds adminbused absurd-damage foamblade

* Sane parts

* BaseOrgan -> BaseMechanism

* Do not do random offset on shared, fix killing oneself with click attacks

* BaseMechanism -> BaseHumanOrgan -> *stuff*

* Account for prediction, again

* Add gibbing sound
2021-01-10 20:12:34 +01:00
Vera Aguilera Puerto 07776358eb Balance hunger & thirst movement slowdown.
Fixes #2877 (in my opinion)
2021-01-10 16:16:18 +01:00
Vera Aguilera Puerto 39c220c433 Rehydratable component attaches spawned entities to grid or map.
Also fix crash when injecting rehydratable with a solution.
- Fixes #2969
2021-01-10 15:40:47 +01:00
chairbender ee6c28aede
Better logic related to selecting / deselecting target-based actions (#2962) 2021-01-10 15:27:55 +01:00
Morshu32 7bfdf30268
Add PlaceCentered bool to PlaceableSurfaceComponent (#2771)
* Added bool _placeCentered to check if an entity must be placed at mouse position or center of the PlaceableSurface (+ offset) when dropped.

* private variables formatted to camel case

* Use EqualsApprox in the setter for PositionOffset

* -Changed client-side SurfaceComponent to camelCase
-Added placeCentered and positionOffset to PlaceableSurfaceComponentState
-Getter and setters for placeCentered and positionOffset client-side

* Update Content.Client/GameObjects/Components/PlaceableSurfaceComponent.cs

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

* Add "_" to private vars name

* Made YAML properties camelCase

* Add "_" to private vars name

* Call Dirty() when IsPlaceable,PlaceCentered and PositionOffset are changed.

* Removed Dirty() from client.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-01-10 23:07:33 +11:00
py01 7bf80fd4b8
SolutionContainer refactors (#2954)
* removes unused method

* Code uncluttering (Also removed the netcode, color code, and visuals, need to rewrite)

* SolutionContainerVisualState

* Removes caching of SolutionContainer Color

* ChemicalsAdded() and ChemicalsRemoved() for updating appearance and handling reaction checks

* SolutionContainerComponentState

* Netcode

* ChemMasterComponent no longer creates a SolutionContainerComponent with new(), uses a Solution instead

* Enable nullable in SolutionContainer implementations

* Some review fixes

* uses IReadOnlyLists in ChemMaster

* Comments

* review fixes 3

* ReagentUnit documentation

* Review fixes

* spelling fix

* spelling 2

* typo

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-10 19:41:55 +11:00
Vera Aguilera Puerto d81a5faac4
Adds disarm action (#2950)
* Adds disarming

* Disarm acts

* yaml

* much better icon for disarm

* Apply Remie's suggestions, improve code!
2021-01-09 20:31:34 +01:00
Vera Aguilera Puerto 7986c0ff73 Fix knockdown help sound 2021-01-09 12:17:36 +01:00
py01 b46b890618
Removes half-implemented ConduitLayer from piping (#2957)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-09 10:05:29 +11:00
Leo 8eb96cfb01
Add setoutfit command (#2874)
* Add setoutfit command

* Adds setoutfit as a verb and adds a proper UI to the command

* Removes from AdminMenuWindow

* Changes the SetOutfit verb to be a component verb instead of a global verb

* Addresses reviews

* Remove empty method

* Remove on server aswell
2021-01-08 14:29:08 +01:00
py01 2b195fccb9
Chemical reaction refactor (#2936)
* Moves ContainsReagent from SolutionContainer to Solution

GetMajorReagentId from SOlutionContainer to Solution

Makes capability checks use HasFlag

Moves Solution Color calculation from SolutionContainer to Solution

Replaces SolutionContainerCaps.NoExamine with CanExamine

Misc SolutionContainer.Capabilities yaml cleanup

* Moves IReactionEffect from server to shared

* Moves ReactionPrototype from server to shared

* Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem

* Moves PerformReaction from SolutionContainer to ChemicalReactionSystem

* Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem

* Removes unused SolutionContainer methods

* Removes now-unused GetMajorReagentId from SOlutionContainer

* ChemicalReactionSystem comments

* Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent

* ChemicalReactionSystem ProcessReactions

* Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff

* Fixes SolutionContainer.CheckForReaction infinite recursion

* Moves IReactionEffect and ExplosionReactionEffect back to server

* Moves ChemicalReactionSystem and ReactionPrototype back to server

* Uncomments out Explosion code

* namespace fixes

* Moves ReactionPrototype and IReactionEffect from Server to Shared

* Moves ChemicalReactionSystem from Server to Shared

* ChemicalReaction code partial rewrite

* Moves CanReact and PerformReaction to Solution

* Revert "Moves CanReact and PerformReaction to Solution"

This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8.

* Moves ChemistrySystem from Server to Shared

* diff fix

* TODO warning

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-07 17:31:43 +11:00
py01 2d1fe31bce
SolutionContainerComponent refactors (#2746)
* Moves ContainsReagent from SolutionContainer to Solution

* GetMajorReagentId from SOlutionContainer to Solution

* Makes capability checks use HasFlag

* Moves Solution Color calculation from SolutionContainer to Solution

* Replaces SolutionContainerCaps.NoExamine with CanExamine

* Misc SolutionContainer.Capabilities yaml cleanup

* Removes HasFlag usage in SolutionContainerComponent

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-06 13:31:41 +01:00
metalgearsloth 2bd4bf12a4
Utensils changes (#2929)
* Utensils changes

* Burn it all

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-06 12:49:19 +01:00
SweptWasTaken ba6fa3b1b4 Done 2021-01-05 13:00:12 -08:00
Pieter-Jan Briers c1f53a4303 Clean up a ton of bugs with suspicion. 2021-01-04 09:18:28 +01:00
Vera Aguilera Puerto 9c2aaef73a
Makes accept cloning message use Eui (#2910) 2021-01-03 17:20:17 +01:00
Swept 81730e2612
Backpack preferences. (#2864)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-01-03 16:22:14 +01:00
Vera Aguilera Puerto 74fed841a3 Fixes alert category being the same but alert type changing to one without severity
Also adds alert type to the exceptions in AlertPrototype
2021-01-02 20:51:02 +01:00
Daniel Castro Razo cc4669244d
Fixes to explosionhelper (#2819)
* Revert "Make handheld explosives affect tiles (#2806)"

This reverts commit 005e142949.

* Fixes tiles being destroyed under walls by an explosion

* Extra imports removed

* Handles explosion in space and different grids

This handle explosions across different grids, and tiles are still protected if there is an entity airtight and currently blocking air on top of them that survived the explosion.

* Some bug fixes

- The way tiles were being protected was silly.
- Big explosions cause a lot of objects to trigger multiple events and at the same time they are destroyed.
- Explosions spawning inside containers like closets work now.

* Range bug fixes

* Explosive

The explosion works even if the entity exploding is inside multiple 'layers' of containers like.
bomb -> survival box -> tool box -> closet

* Explosions are different now

Explosion can't jump over walls now.
Explosions work like rays now, if an explosion breaks a wall it can scatter inside the room.
If entities are behind impassable entities that survive the blast  they are left unscathed.

* Little fix

* Remove the extra lookup of tiles

* Another small change

* Restore the second lookup

I thought this was extra, but this protects the tile under it if there is an Impassable entity on top. None wants anchored girders on top of lattice/space

* Changing order of conditions

IsBlockedTurf is cheaper to run than InRangeUnobstructed.

* Yep
2021-01-02 19:03:10 +01:00
py01 a87dda47e9
Removes some linq from power (#2875)
* PowerProviderComponent Linq removal

* AdjacentNode Linq removal

* PipeNode Linq removal

* Replaces HasFlag usage in PipeNode

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-02 02:04:10 +01:00
Pieter-Jan Briers de2bdf4630 Fix integration tests race condition. 2020-12-30 01:18:39 +01:00
Paul ed4202c9eb content using robust.analyzers 2020-12-29 16:10:15 +01:00
20kdc 6b5cded8c2
Clothing and pronoun fields (#2689)
* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR]

Sorry about this, Saphire.

* Clothing & Gender fields: Add UI [FALLBACK II]

* Clothing & Gender fields: Actually apply gender

* Clothing & Gender fields: Import innerclothingskirt field from my previous attempt

Couldn't import actual prototypes because of a change to IDs

* Clothing & Gender fields: Add innerclothingskirt field to everything

* Clothing & Gender fields: Jumpskirts now work

* Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II]

* Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II]

* Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
2020-12-24 14:42:40 +01:00
Pieter-Jan Briers 159f7192df Add alert for low oxygen. 2020-12-23 23:46:01 +01:00
Pieter-Jan Briers 44e3cc9395 Alerts now use SpriteSpecifier 2020-12-23 23:45:52 +01:00
Pieter-Jan Briers 2e6ab15a2a Clean up station events synchronization code.
AAAAAAAAAAAAAAAAAAAAAAAAAAA
2020-12-23 17:08:34 +01:00
py01 c1d42de991
Fixes PipeDirections not having Flags attribute (#2809)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-12-23 16:31:50 +11:00
chairbender 9a3dee2042
Hotbar Improvements + Item Action Integration Test (#2749)
* my IDE keeps wanting to change this so....

* Add item actions integration test, fix bug where empty item action
dict was left in SharedActionsComponent state

* bigger hotbar arrows

* nice wide hotbar pagination hitboxes

* add ability to switch hotbar loadout
via keybinds

* always highlight on drag over
of actions hotbar

* dont rely on content entity for integration test
2020-12-22 15:41:56 +01:00
Pieter-Jan Briers 921f7ab642 Clean up stale preferences data on load at the server.
This fixes further bugs with "nonexistant job selected in character preferences" like the client blowing up in the lobby.
2020-12-20 16:13:45 +01:00
DrSmugleaf 0b24d425d2
Add job categories to the lobby screen (#2770)
* Rename department property to departments

* WIP Categories

* Add better spacing to categories

* Fix first separator and sync selectors

* You want some types with that

* Apply changes to latejoin as well

* Add category sorting to the late join gui as well

* CONTROL STUCK
2020-12-20 04:33:10 +01:00
DrSmugleaf 5909a41028
Move damage class and type mappings to DamageSystem (#2784)
* Move damage class and type mappings to DamageSystem

* Make the properties static again
2020-12-20 04:31:56 +01:00
DrSmugleaf a3fdcd3a68 Add EffectBlockerExtensions 2020-12-20 04:31:04 +01:00
DrSmugleaf fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
DrSmugleaf 026d96fd2d Replace MaybeNullWhen(false) with NotNullWhen(true) 2020-12-20 04:14:41 +01:00
Vera Aguilera Puerto c9e9d9f4dd Instruments have a property for enabling/disabling MIDI limits.
- Added unlimited super synth that doesn't respect MIDI limits! Adminbuse it to your heart's content and blast your epic MIDIs, fellow badmins.
2020-12-20 01:43:29 +01:00
Swept b44cb0095a
Traitor Uplink Content (#2778)
* Adds syndicate toolbox

* Ancient jumpsuit

* Disk, Extra-bright lantern, syn med/ammo duffels etc.

* Disk sprite fixed

* Final

* Addressed reviews

* Update duffel.yml

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-12-20 00:16:50 +01:00
DrSmugleaf 3e9a36ac4c Add test for enum parity between JobPriority and DbJobPriority 2020-12-19 17:34:18 +01:00
Pieter-Jan Briers 185923a7da Fix errors. about mommi config variables 2020-12-19 02:34:41 +01:00
Morshu32 19bd739b0d
PreventCollision with strap component while buckled to it (#2694)
* AvoidCollision if collided entity is the one that the character is buckled to

* Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent

* Moved PreventCollide to the Shared script.

* Add WakeBody to keep updating the physics collision while being on a collidable strap component.

* Addressed some of metalgearsloth's suggestions:
- Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual
-Made EntityBuckledTo nullable
-Don't call update on Paused BuckleComponents
-Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore
-Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null.

* Formatting

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

* Formatting

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

* Formatting again :P

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

* Formatting

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

* Formatting

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

* Renamed variable EntityBuckledTo to LastEntityBuckledTo

* As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-12-18 20:12:53 +01:00
DrSmugleaf 12088ee111
Fix MobStateChangedMessage not reaching AISystem (#2760) 2020-12-18 10:38:43 +11:00
DrSmugleaf 4e0f52bbaf
Add do after to surgery (#2756)
* Cleanup surgery classes

* Add DoAfter to surgery

* Consolidate doafter, break on user and target move

* Ignore biological surgery data component on the client

* Apply suggestions from code review

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

* Use a stringbuilder  for surgery descriptions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-18 00:21:43 +11:00
DmitriyRubetskoy 9c26e0c5ba
Async Interface IAfterInteract() (#2735)
* Async Interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

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

* Changed the glassbeaker

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

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

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

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

* Interaction system fix

* Removed I from the interface

* Changed all implementations of the interface I could find

* all public void implementation fixed

* All built, no errors should remain

* Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml

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

* Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs

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

* Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs

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

* Commit based off Sloth's commentary

* Removed the Rag file from the PR

* Reverted sloth's commentary changes on the publcity of the function

* Injector component properly implemented interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

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

* Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs

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

Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-17 18:45:04 +11:00
Vera Aguilera Puerto 022e6d4401 Fix girder not having correct physics layers, add TileNotBlocked construction condition 2020-12-16 18:18:27 +01:00
chairbender 27d5019df0
Fix server NRE on clicking alerts with no OnClick (#2748)
* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick

* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick
2020-12-16 12:13:57 +01:00
chairbender 7a3c281f60
Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00
20kdc fd0df9a00a
Traitor Deathmatch (#2719)
* Traitor Deathmatch: Add the preset [Rebase onto factors line]

* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]

* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]

* Traitor Deathmatch: Map in redemption machines [ROFL]

* Traitor Deathmatch: Make the rounds end properly [ROFL]

* Traitor Deathmatch: PDA redemption works [ROFL]

* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )

* Traitor Deathmatch: Get rid of redundant using

* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names

* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
2020-12-13 16:00:49 +01:00
DrSmugleaf adc972f9d3
Fix healing damage classes and damageable serialization and add test (#2727)
* Fix healing damage classes and damageable serialization and add test

* The fall of an empire

* Fix healPerType being -1 instead of 1
2020-12-11 12:09:43 +11:00
metalgearsloth abed6fc15d
More nullas as errors (#2611)
* More nullas as errors

* I thought I'd tried this but maybe I'm a dumbo

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-09 23:28:24 +11:00
20kdc 58af9003e7
Canisters [ Continuation of clement-or #2544 ] (#2628)
* Added atmos sprites from CEV-Eris

* Moved canister sprites to appropriate dir

* Removed unnecessary sprites, edited canisters prototype

* Created Gas Canister UI and release pressure buttons

* Changed GasMixture's pressure calculation (convert liters to cube meters)

* Added relabeling Canisters

* Reverted changes on GasMixture

* Changed my name in the credits

* Added valve opening on canisters

* Change canister visual state when connected to a port

* Added nullable to SharedGasCanisterComponent

* Replaced nullable contexts

* Changed again nullable annotation context

* Moved name in the credits to correct alphabetical order

* Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever)

* Canisters: Stop crashes when canisters leave atmosphere

* Canisters: Gas released into no atmosphere gets transferred "into space" (deleted)

* Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air

* Canisters: If in an airblocked tile, do NOT release gas

* Scrubbers: Fix typo leading to them not connecting properly.

* Revert manual changes to credits file (sorry!) (1/2)

This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf.

* Revert manual changes to credits file (sorry!) (2/2)

This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6.

* Canisters: Apply @Zumorica 's reviews

* Canisters: Add missing localization as suggested by PJB

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

* Canisters: Pressure lights!

* Canisters: Light is now unshaded.

* Canisters: Now using IActivate

* Gas canisters (& air canister), now with their numbers properly calibrated (hopefully)

* Canisters: Refactor how their layers are added to be more like ApcVisualizer

* Canisters: Clean up of the tile invalidation/air release logic

* Canisters: Some gas canister window improvements

* Canisters: Clean up release pressure change button label code

Co-authored-by: Clement-O <topy72.mine@gmail.com>
Co-authored-by: Clément <clement.orlandini@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 20:45:24 +01:00
20kdc d75c22d5e1
Add "Begin Deconstruction" verb, unfinished particle accelerator bits will tell you how to finish them (#2706)
* More Construction Pieces: Default construction targets

* More Construction Pieces: Unfinished particle accelerator will tell you how to finish it

* More Construction Pieces: Construction system actually pathfinds any-to-any

* More Construction Pieces: Verb to begin deconstruction of an object
2020-12-08 11:53:37 +01:00
DrSmugleaf 02bca4c0d8
Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00
DrSmugleaf 1eaad7e5d7
Fix removehand command when you have no hands (#2685)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-04 13:17:40 +01:00
Pieter-Jan Briers 87149e18b5
Fix parallax.debug defaulting to true. 2020-12-04 11:04:43 +01:00
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
DrSmugleaf cc61f49de3
Add time limit to SSS (#2682) 2020-12-03 11:49:22 +11:00
Swept a00d042dbe
Slight changes to lobby screen. (#2622)
* Initial

* More

* Pissed in a cup

* Cleansup some gunk I accidently committed

* More fuckups

* Added third gender option

* Applied review

* Fixed changed storage

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-02 19:45:07 +11:00
Paul Ritter f7c09fbd7e
Traitor (#2566)
* basic implementation

* minor fixes

* objectives temp commit

* proper onstart bind

* changes all conditions to be bound to a mind-instance

* oops

* oops v2

* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added

* minor fixes, adds greentext

* refactors incompatability to be defined by requirements

* fixes a wrong whitespace

* minor fix

* addressed reviews v1

* address reviews v2

Co-authored-by: Exp <theexp111@gmail.com>

* final sweep

* adds/refactors traitor&sss cvars

* Update Content.Server/Mobs/Mind.cs

* never trust github web

* adds datasets & makes codewords use them

* addresses exp's reviews

* addressed zumos reviews

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
2020-12-01 17:05:19 +01:00
Víctor Aguilera Puerto ca9ff84cf4 Fix single edge firelocks making tiles lose all air 2020-11-30 13:10:31 +01:00
20kdc bb22da6827
Atmos Debug Overlay expansion (#2626)
* Atmos Debug Overlay: Add a way of showing blocked directions

* Atmos Debug Overlay: Adjustable modes client-side

* Atmos Debug Overlay: Fix atvrange help text

* Atmos Debug Overlay: More flexible and clear gas ID specification
2020-11-28 14:45:52 +01:00
Víctor Aguilera Puerto cec722e19e
CVars for MIDI instrument limits (#2632)
* CVars for MIDI instruments limits!

* Localize this

* Cache CVars in instrument systems

* better naming

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-27 17:12:45 +01:00
Víctor Aguilera Puerto 6bb1e9fa5d
CVars for atmos (#2633)
* Monstermos is a word!

* Atmos CVars

* Cache CVars in AtmosphereSystem.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-27 16:49:12 +01:00
Pieter-Jan Briers 9cd297899d
Hide patreon link on Steam, fix YamlDotNet 9.1.0 parse error, update patrons list. 2020-11-27 16:31:36 +01:00
DrSmugleaf 5c0cf1b1a0
Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00
Pieter-Jan Briers fa75c6c534
This is the part where I realize I forgot to fix these as part of sandboxing. 2020-11-27 01:01:56 +01:00
Pieter-Jan Briers 0a488ddc4a
Merge branch '20-11-27-merge' 2020-11-27 00:54:29 +01:00
Pieter-Jan Briers f29476290c
Merge branch '20-11-19-sandboxing' into 20-11-27-merge 2020-11-27 00:53:48 +01:00
20kdc 380d76f4cd
Migrate pulling logic into SharedPullableComponent from PullController (#2627)
* Pulling: Migrate critical pull state from PullController to SharedPullableComponent, fixing two bugs in the process

Bug 1: PullController can be just summoned for no reason when the verb is queried
Bug 2: PullController keeps it's own independent pull state which can (and will) go out of sync (See https://github.com/space-wizards/space-station-14/issues/2619 )

* Pulling: Fix issues with previous commit (or possibly in general?) causing transferring a pull to cause alerts to go wrong

The primary problem is that there is one "pulling slot" for a puller, so SharedPullableComponent needs to stop the existing pull.

* Pulling: Remove debug logs (whoops)
2020-11-27 00:48:10 +11:00
DrSmugleaf 06b1939a60
Update usages of ! is with is not (#2584)
* Update usages of ! is with is not

* Content.IntegrationTests commit

* Content.Server commit

* Content.Shared commit

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-27 00:33:31 +11:00
Peter Wedder 32d8cc0c1e
Rerun of "Add Reagent Grinder/Juicer" (#2570)
* commit skeleton reagent grinder component

* add reagentgrinder bounduserinterface, add suffix to grinder yml, add reagentgrinder sprites

* implement much more of the grinder ui functionality

* get more use out of hasbeaker bool

* complete wiring up most of the chamber/beaker UI controls

* remove whitelist prototype id. add grindable tag component

* add juiceable component

* rename boolparam to be clearer

* more juice

* add some juice reagents and apply them to their drink prototypes

* re add glassyellow

* implement juicing and results

* add time delay to grindjuice

* add reagent grinder visualizer, add reagent grinder sounds, fix some yaml errors too

* interface has clear indication of currennt operation, and busy status

* add ReagentGrinder to Client ignnored components

* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs

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

* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs

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

* Update Content.Shared/Kitchen/SharedReagentGrinderComponent.cs

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

* implemennt  sloth changes

* fix isbusy

* Disable grind/juice buttons if there's nothing to grind or juice, also some misc fixes

* unsubscribe from messages on remove + fix xmlcomment

* fix bounding box

* Add these to dictionary

* Add these to client ignore

* Whitespace and unneeded import fixes

* tommy's toes

* Where'd these newlines come from

* power

* improve bounding box

* Check power better & show contents when beaker is ejected

* check power here

* Disable eject buttons when running

* improve comments

* readwrite for viewvars on work time and capacity

* Address most of Sloth's reviews

* Make this cleaner

* add grindablecomponent to motherfucking everything

* Fix reviews

* some more null suppressions

* remove unused random field

Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: namespace-Memory <66768086+namespace-Memory@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-26 23:53:42 +11:00
Víctor Aguilera Puerto 4b77f27e77 Gas moles may never be below the minimum amount of moles again.
A few atmos tweaks and fixes. Should(?) fix the NaN issue that can't be replicated.
2020-11-26 12:39:13 +01:00
Peter Wedder 243215ec5d
Adds a semitone shifting AudioHelper (#2608)
* Add semitone audio helper

* use semitone audio helper on bike horn

* prettify

* clamp this instead

* Expose these to viewvars
2020-11-25 21:23:03 +11:00
Víctor Aguilera Puerto b18ee3ec49
SIMD-accelerated gas mixtures. (SIMD atmos) (#2479)
* SIMD atmos

* Moles will always be a multiple of four.

* Component dependencies for grid atmos.

* Let's optimize allocations while we're at it!

* Inline this

* A bunch of atmos optimizations

* Fix crimes against atmos

* Microsoft moment

* Remove nuget.config

* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.

* Revert "Remove nuget.config"

This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.

* Gas overlay optimization and fixes

* Lattice is now spess

* minor atmos tweaks
2020-11-25 10:48:49 +01:00
Pieter-Jan Briers 99a15438bc
Merge remote-tracking branch 'upstream/master' into 20-11-19-sandboxing 2020-11-24 08:39:05 +01:00
DrSmugleaf 607be16c0d
Update LangVersion to 9 for all Content projects (#2587) 2020-11-24 01:36:36 +01:00
Pieter-Jan Briers 6395345925
Fix bad reflection usage from OverlayEffectsComponent. 2020-11-24 00:14:46 +01:00
Pieter-Jan Briers 82ecdea509
Fix incorrect usages of expression DataField. 2020-11-23 00:43:12 +01:00
Paul Ritter 6602c8c972
Objectives (#2459)
* temp commit to save progress

* adds objectives

* refactors mind.addobjective a bit

* better names for my testobjectives which i'll remove later on anyways

* nullable errors

* some misc fixes

* no sorted or set, what was i thinking here?

* removes unused imports

* added commands

* fully implements stealcondition

* started uiwork

* moved prototypeicon to engine

* removes objective class & uiwork

* refactors ui to only update when opened
adds progresstexturerect

* adds some margin

* removes some testing code

* ignores objectiveprototypes on clientside

* fixes

* removes using statements for exp

* gets the job

* always show issuer

* locs & _

* giving commands some love

* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs

Co-authored-by: Exp <theexp111@gmail.com>

* makes commands use new thingy

* string interpolation

* good catch exp

* loc'd

* linq gone

* runtime

* moves function from engine

* oopsie

* Update Content.Server/Objectives/Conditions/StealCondition.cs

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

* makes messages directed

* base call & validation

* shuffle once

* No? Money down!

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-22 18:38:07 +11:00
GlassEclipse 1f654df977
Fixes crit in nograv (#2554) 2020-11-22 14:40:09 +11:00
Manel Navola 8c81e7c767
Added threshold to DoAfter's user and target movement checks (#2585)
* Added threshold to DoAfter user and target movement checks

* Fixed spacing

* Update Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs

Co-authored-by: Manel Navola <ManelNavola@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-22 13:58:31 +11:00
Pieter-Jan Briers f72e1948da
Merge remote-tracking branch 'upstream/master' into 20-11-19-sandboxing 2020-11-22 00:21:03 +01:00
DrSmugleaf 749cd11d33
Add readonly where it is missing and fix those field names according to their modifiers (#2589) 2020-11-22 00:02:00 +11:00
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
Pieter-Jan Briers 315b0621bc
Use IDynamicTypeFactory instead of new T() in SharedMechanismComponent.cs 2020-11-20 15:45:10 +01:00
Morshu32 6967e8b7f8
Set requiredSlipSpeed default value to 0,1 to avoid slipping while standing still (#2582) 2020-11-18 21:58:36 +01:00
ColdAutumnRain f5dc62b533
Removed EntityManager member variable from Components and EntitySystems (#2502)
* Removed EntityManager member variable from Components and EntitySystems

* Removed EntityManager with minor corecctions

* Update PathfindingSystem.cs

* Update InteractionSystem.cs

* Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs

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

* Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Stack/StackComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-11-18 15:45:53 +01:00
Paul Ritter 501156f84c
makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit

* nullable errors

* temp commit, starting work on construction

* working recipies & graphs

* fixes crash

* makes items gravitate towards the center when on a conveyor

* makes conveyors take bool signal too

* ignores components clientside

* default arm
entitymanager
maxtransmitters
unsubscribe methods

* twowayLEVER

* _

* componentreference
struct

* yaml run
leverDefinitelyNotCopiedFromGirderNoNoNo dies today :(

* nullable

* no divide by 0

* making sloth happy

* space gone - happy?

* final fix

* yes

* adds item to lathe

* conveyor item -> conveyor assembly

* technology

* reviews ADRESSED

* Update Content.Shared/GameObjects/Verbs/VerbUtility.cs

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-19 00:53:46 +11:00
metalgearsloth 9a10c672a6
Fix SharedPullable exception (#2431)
* Fix SharedPullable exception

* Smug in a bucket

* Logging

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-19 00:37:16 +11:00
metalgearsloth ca0ced2b61
Another github warning as error (#2516)
* Another github warning as error

* Also these ones.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-18 18:19:25 +11:00
DrSmugleaf f680f50059
Fix running showatmos twice not disabling the atmos overlay (#2557)
* Fix running showatmos twice not disabling the atmos overlay

* Remove entity manager dependency
2020-11-18 18:18:04 +11:00
DrSmugleaf 0790ad72d2
Add HideContextMenu component (#2555) 2020-11-18 18:16:56 +11:00
DrSmugleaf 6549961a02
Update documentation for body system code (#2556) 2020-11-15 14:22:59 +11:00
DrSmugleaf 2ded2163fe
Make the MapFile a CVar (#2561) 2020-11-15 14:08:58 +11:00
DTanxxx 69d709a28f
Updated ContainerHelpers to use new extensions (#2530)
Co-authored-by: David Tan <>
2020-11-13 18:25:04 +11:00
Pieter-Jan Briers 5ff8aa7fb1
Merge branch '20-10-30-admins' into 20-11-13-merges 2020-11-13 01:29:08 +01:00
Pieter-Jan Briers 9e36ef2202
Fix compiler warnings. 2020-11-11 01:48:54 +01:00
Pieter-Jan Briers 736f9958cc
Cleanup, code review, comments. 2020-11-10 21:30:20 +01:00
Pieter-Jan Briers 00774e90ed
Merge remote-tracking branch 'upstream/master' into 20-10-30-admins 2020-11-10 16:59:17 +01:00
Pieter-Jan Briers e39ddd4802
Permissions panel. 2020-11-10 16:50:28 +01:00
chairbender 5f788c3318
Alerts System and UI (#2529)
* #272 add bordered panel for effects bar

* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups

* #272 WIP defining status effect states as YML and
sending them as encoded integers

* #272 refactor to use new alert system

* #272 refactor to use new alert system

* #272 fix various bugs with new alert system and update
alerts to have color

* #272 WIP

* #272 rename status effects to alerts

* #272 WIP reworking alert internals to avoid code dup
and eliminate enum

* #272 refactor alerts to use
categories and fix various bugs

* #272 more alert bugfixes

* #272 alert ordering

* #272 callback-based approach for alert clicks

* #272 add debug commands for alerts

* #272 utilize new GridContainer capabilities for sizing of alerts tab

* #272 scale alerts height based on
window size

* #272 fix tooltip flicker

* #272 transparent alert panel

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 alert prototype tests

* #272 alert manager tests

* #272 alert order tests

* #272 simple unit test for alerts component

* #272 integration test for alerts

* #272 rework alerts to use enums instead
of id / category

* #272 various cleanups for PR

* #272 use byte for more compact alert messages

* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
2020-11-10 15:22:19 +11:00
Exp 6e3cc9e78a
PDA Pen Holder (#2519)
* -Adds pens to pdas
-Adds eject pen verb

* Reviews:
-Changed Container into ContainerSlot
-Starting prototypes are now nullable
-Removed double GetComp call

* EjectPen Button
2020-11-08 23:43:13 +11:00
DrSmugleaf bf5b9ad03b
Change cvar usages to use CVarDef and define them in CCVars (#2250)
* Change cvar usages to use CVarDef and define them in CCVars

* Merge fixes

* Remove duplicate cvar registration
2020-11-07 11:15:56 +11:00
metalgearsloth 864fa0a57c
Minor device network changes (#2499)
* Device network changes

* Update too

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

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-11-05 18:04:21 +01:00
metalgearsloth e62df15ef9
Add cvar for events (#2478)
There's also the existing events command as well that's separate. I think there's value in having both? (Where mods can turn it on and off but not change the default?)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-05 18:04:07 +01:00
DrSmugleaf 981fed8b27
Fix being able to start pulls on anchored entities (#2457)
* Fix being able to start pulls on anchored entities

* Replace tryget with component dependency
2020-11-02 11:58:47 +01:00
DrSmugleaf 6b4a39006e
Make mechanism behaviors properly update, fix eating and drinking (#2472)
* Make mechanisms properly update and fix eating and drinking

* Remove outdated component ignores

* Fix nullable error

* Fix mechanism behavior events

* Remove unnecessary code
2020-11-02 11:37:37 +01:00
Pieter-Jan Briers c9236d88ac
Merge remote-tracking branch 'upstream/master' into 20-10-30-admins 2020-11-02 00:24:15 +01:00
Pieter-Jan Briers 6cc6cc3697
Make loginlocal SERVERONLY. 2020-11-02 00:10:07 +01:00
Pieter-Jan Briers 0618cde2b7
Announce logins/logouts. 2020-11-02 00:04:58 +01:00
metalgearsloth 2e65b1e5fa
Optimise flashlights (#2468)
Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-31 21:56:46 +01:00
Pieter-Jan Briers 711166f43a
Merge remote-tracking branch 'upstream/master' into 20-10-30-admins 2020-10-30 16:23:21 +01:00
Pieter-Jan Briers ad58a056d7
ConGroups are gone. Long live admin flags in content. 2020-10-30 16:06:48 +01:00
Paul Ritter d8f5bffaa0
Arcade polish (#2333)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-10-30 11:25:26 +01:00
Víctor Aguilera Puerto e9df8794da Instrument State now syncs more instrument values.
For adminbus purposes, mostly.
2020-10-30 10:34:22 +01:00
DrSmugleaf 37e97ca89f
Change components to use timer component (#2426)
* Change components to use timer component

* Fix old usages of tokens
2020-10-30 15:02:49 +11:00
DrSmugleaf c86c378198
Make the context and verb menus visible through walls for ghosts (#2415) 2020-10-30 14:52:37 +11:00
DrSmugleaf 57729063b7
Add a test for the weightless status (#2437)
* Add wip test for weightless status

* Expand and fix weightless test
2020-10-30 02:38:21 +01:00
Julian Giebel 45b610f933
Disposal mailing (#2194)
* Implement device networking

* Implement device configuration menu

* Fix device network

* Implement disposal mailing unit

* Implement base network connection
Implement wired and wireless network connection
Implement device network metadata

* Fix dereference null error

* Fix wired network null checks

* Change BaseNetworks enum to NetworkUtils class
Add PingResponse function to NetworkUtils
Change device network file structure

* Add doc comments

* Apply suggestions from code review

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

* Add tag validation to disposal mailing unit

* Add tag validation to the mailing unit component

* Address reviews
Change WiredNetwork can connect check
Change device networking string literals to constants

* Address reviews
Revert changes to PowerProvider and PowerReceiver
Add new NodeGroup
WELP

* Fix recursive access to Owner property

* Integrate suggested changes

* Fix TryGetWireNet acting on NullPowerProvider
Fix network connections not checking if their owner has been deleted

* Close device network connection when the owning entity got deleted
Fix mailing unit not closing the device network connection on remove

* Remove GetWireNet from NullPowerProvider

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-30 01:16:26 +01:00
Paul Ritter 1b3cbd4d3a
Resolves that make you flinch (#2423)
* argh

* ouch

* zap

* adds default!

* adressed review
2020-10-30 11:13:35 +11:00
DrSmugleaf ac3e9bc566
Fix weightlessness status effect appearing only after something checks if an entity is weightless (#2434)
* Revert "Add weightlessness status effect. (#2384)"

This reverts commit 9b751fc079.

* Bring back the icon and status

* Make weightless status track gravity and parent
2020-10-30 01:07:51 +01:00
ShadowCommander 23ae73d429
Fix throwing knockback when weightless (#2369)
* Fix throwing an item not moving the player when weightless

* Remove unnecessary code from ThrownItemComponent

* Fix velocity not stopping when hitting a wall after slipping when weightless

* Fix CanMove check being reversed
2020-10-30 01:06:51 +01:00
metalgearsloth ca2c52e7b8
Nulls as errors (#2394)
Github will cuck me no more.

I tried the old google machine to find if there's a way to inherit these but it was failing me.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-30 01:06:05 +01:00
DrSmugleaf cb0937c8b6
Add pulling rotating the pulled entity (#2449) 2020-10-30 01:05:28 +01:00
Víctor Aguilera Puerto a5b138058a Update submodule. 2020-10-30 00:53:39 +01:00
Peter Wedder bd4f2b41df
Prettier window breaking (#2368)
* Put the damage in the windows

* add crack overlays

* Window cracking

* glass related sounds

* let's use a valid state

* run optipng on these for posterity

* Examine damage descriptions

* add "Constructible" to dictionary

* Downmix stereo effects to mono

* breaking and knocking

* Add shard etc. sprites

* shard inhands

* more sprite wrangling

* Expand destructiblecomponent drop system + implement it for windows

* Shard descriptions

* Random sprite component

* no nullbabby

* Random destroysounds

* random offset on destructible drops

* fix fucked yaml

* sound collections

* random pitch for knocking

* Localization

* hascomponent

* better spawnondestroy

* missed one
2020-10-29 20:42:11 +01:00
Peter Wedder fca556a1c1
Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)
* Refactor battery/powercell assets and add new ones.

* committing before I fuck things up

* slot component doned I think

* dictionary update

* Fixes

* Moving flashlight to powerslotcomponent

* har har i am using the message tubes

* Better documentation comment

* Reverting this overengineered garbage.

* Off with ye I said

* Examine texts.

* Some minor fixes to IDE complaints

* slot size from yaml

* Ignored component + removing a useless typo entry

* Making stunbatons use this

* Handle the message and remove some unnecessary dirtiness

* actionblocker checks

* remove unused file

* remove updatevisual

* make these nullable

* make these nullable too

* Unrename sprite folder

* check itemcomponent on insertion

* Use SendMessage over Owner.SendMessage

* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.

* get rid of public fields which are Bad

* add a description for the stun baton while i'm in here

* one more public field

* Add the blinky animation to the atomic cell

* Fix the charge indicator being STUPID

* better comments

* this is a better function

* add pause for flashlight, remove unnecessary imports from battery

* potato battery copyright link

* WHO DID THAT

* mr clean has come

* Random pitch

* pausing

* round to nearest levels
2020-10-29 19:17:03 +01:00
DrSmugleaf 650e7385b9
Make InRangeUnoccluded methods consistent (#2420)
* Make InRangeUnoccluded methods consistent

* we live in a null society
2020-10-29 19:55:27 +11:00
DrSmugleaf f6fbe41e7c
Fix conveyors changing speed depending on the tick rate (#2424) 2020-10-29 19:53:31 +11:00
Remie Richards cc6acae145
Mortician's Menagerie (#2391)
* Body bags!

* Morgue Trays and the Crematorium!
Reorganised body bags to be under Morgue, not Medical

* Fix. Things outside of EntityStorageComponents now use the Try*Storage() not just *Storage() methods - Allows mobs to be trapped in a morgue/crematorium whose tray can't open.

* Fix tests. Modernise component dependency and nullability.

* Update Content.Server/GameObjects/Components/Morgue/MorgueTrayComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-10-28 23:51:43 +01:00
Paul Ritter 6a0aa9b72f
Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00
F77F 9b751fc079
Add weightlessness status effect. (#2384)
* Add weightlessness status effect.

* remove system, add new action

* Update Content.Shared/GameObjects/Components/Mobs/SharedWeightlessStatusComponent.cs

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

* Update Content.Shared/GameObjects/Components/Mobs/SharedWeightlessStatusComponent.cs

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

* Update Content.Shared/GameObjects/Components/Movement/MovementIgnoreGravityComponent.cs

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

* Update Content.Shared/GameObjects/Components/Movement/MovementIgnoreGravityComponent.cs

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

* fix paul's typo. does not run.

* add client side component

* move logic to eventbus

* remove client/server components and clean up code

* remove useless component, revert human.yml changes.

Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2020-10-29 00:52:39 +11:00
Víctor Aguilera Puerto 1f031ae842 Add extensions to EntityPrototype 2020-10-28 13:50:28 +01:00
DrSmugleaf 04cf4d4a20
Fix ignoreInsideBlocker not working correctly for inRangeUnobstructed and inRangeUnoccluded (#2417)
* Fix ignoreInsideBlocker not working correctly for range checks

* Other way around
2020-10-28 13:04:29 +01:00
DrSmugleaf f785ec4efb
Add pulling taking up a hand (#2405)
* Add pulling taking up a hand

* Revert unnecessary refactor
2020-10-28 10:16:40 +01:00
DrSmugleaf 10dc201704
Make pulled mobs not collide with other mobs (#2406) 2020-10-28 10:12:46 +01:00
DrSmugleaf 18572ed3f3
Fix pulling distance being too short (#2407) 2020-10-28 10:11:48 +01:00
Víctor Aguilera Puerto 870d052354
Gas tanks and masks (#2409)
Co-authored-by: a.rudenko <creadth@gmail.com>
Co-authored-by: creadth <creadth@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-27 20:53:44 +01:00
Víctor Aguilera Puerto 484eb0bba4
Botany (#2357)
* plants and seeds go brrrr

* update plants

* P L A N T

* brrrr

* Hydroponics actually work! How about that?

* Reuse resource path in visualizer

* They lied to us.

* Several stuffs

* more werk

* Add a bunch of plants

* Logs go brr.

* Brrr moment.

* Remove unused method

* Important comment.

* Seed inventory, yo!

* tomato moment

* Balance consumption

* Makes hydroponics pourable

* Adds plant metabolism effect for sugar, the same as glucose.

* Eggplant moment

* Apple moment

* Corn moment

* Chanterelle mushroom moment

* prototype tweaks

* Seed extractor moment

* typo

* IPlantMetabolizable doc improvement

* I should trust my gut instinct more often.

* egg-plant.....

* localization

* Make WaterLevel and NutritionLevel setters private

* Less code repetition! Wooo!
2020-10-26 23:19:46 +01:00
Peter Wedder 7c57d10531
Implement PDA ID lights (#2397)
* add PDA id light (yaml changes pending)

* the rest of the owl

* Do it better
2020-10-26 19:35:20 +01:00
DrSmugleaf 7dcaa1ff88
Fix being able to pull multiple entities at once (#2398) 2020-10-26 18:15:19 +01:00
DrSmugleaf 70867d88cc
Today I join Zumorica in leaving behind our crimes against humanity (#2396) 2020-10-26 12:11:46 +01:00
DrSmugleaf ebe8a82033
Add commands to show and hide organs inside bodies (#2292)
* Add seeing entities through containers and on the context menu and 4 commands

* Remove unused imports
2020-10-26 12:11:32 +01:00
DrSmugleaf d460d2b64d
Add a command and verb to attach a body part to yourself (#2372)
* Add attachbodypart command

* Make the slot name depend on the verb instead of the command
2020-10-25 23:16:57 +01:00
Víctor Aguilera Puerto e98abd923c Fix crash related to reagent reactions 2020-10-21 23:08:31 +02:00
Víctor Aguilera Puerto 48841a274d
Remove default grids (content) (#2241)
* Default grids go poof

* Address review

* Update submodule

* Fix DoAfterSystem for entities without grid.

* Fix SubFloorHideSystem for entities without grid.

* Fix ExplosionHelper for coordinates that aren't in a grid

* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid

* Fix tile prying component crash when trying to pry space.

* Spill fixes when passing coordinates without grids.

* Are you static'in, son?

* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!

* Only send debug AI thing if grid is not invalid

* Update submodule.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-21 17:13:41 +02:00
DrSmugleaf 7ad46ddabf
Add arguments to part and mechanism event methods (#2293) 2020-10-19 15:23:59 +02:00
Víctor Aguilera Puerto 19d32eb4ce
Removes AtmosCooldown from TileAtmosphere, fixes various atmos issues (#2297)
* Remove AtmosCooldown

* Fix former space tiles always having an immutable gas mixture

* _tile -> _tiles
2020-10-19 14:50:16 +02:00
DrSmugleaf 8f98e14522
Remove plural property from body parts (#2294) 2020-10-19 09:06:50 +02:00
Exp a7ca11611d
Adds a Visualizer for the Gravity Generator (#2277)
* Adds Visualizer to GravityGenerator

* nullable

* snake bad

* -Reads layers from yaml
-Reads sprite states from yaml

* Fix GravityGridTest
2020-10-18 13:08:41 +02:00
py01 f01a50012e
Vent and Siphon visualizer and icon fixes (#2288)
* Half pipes

* PipeVisualizer pipeRSI field

* Vent and Siphon visualizer fixes

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-10-18 12:13:06 +02:00
DrSmugleaf 32138958ce
Make body parts properly use containers for mechanisms (#2290) 2020-10-18 11:20:10 +02:00
DrSmugleaf 34e0330187
Remove drop argument in part removal methods and reorganize code (#2289)
* Remove IBodyPart.Drop and move attach/detach logic to body part code

* Fix stack overflow
2020-10-18 11:12:17 +02:00
Víctor Aguilera Puerto 7053352e18
Brain behavior (#2284)
* brain moment + zoom is 0.5 by default

* Address reviews
2020-10-17 18:12:16 +02:00
Víctor Aguilera Puerto 32816d48ee
Fallback disable/enable (#2286) 2020-10-17 13:39:23 +02:00
DrSmugleaf 101fa9e466
Fix mechanism events not being called properly, add test (#2279)
* Add mechanism events when added/removed to/from body/parts

* Change old usages

* Add TODO

* Remove BodyExtensions and IHasBody

* Remove unnecessary extensions and fix wrong event call in mechanism behavior component

* Complete test and fix event calls
2020-10-17 12:26:39 +02:00
metalgearsloth 05a78f117d
Allow chair drag buckling again (#2281)
* Allow chair drag buckling again

* Revert "Allow chair drag buckling again"

This reverts commit 317e116b60c01f9198889cd5cbbd70ca9f32e7d6.

* Fix args.Dragged being passed as the target instead of args.Target

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-17 10:53:52 +02:00
NuclearWinter b4ea6857cd
Ghost Teleporting (#2071)
* Fix?

Nuked everything and put my code back in, hope everything works

* Nullable fix?

* nullable fix electric boogaloo

* Haha nullable error go brrr

send help

* Cleanup and fix not clearing the button list

* Remove unnecessary brackets and parentheses

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-16 20:36:20 +02:00
DrSmugleaf b1fe4bad01
Add client pulling prediction (#2041)
* WIP changes

* Merge conflict fixes

* Bring pull controlelr to current year

* Sync and predict PullController on the client

* Clean imports

* Slow down pullers and make pulling tighter

* Stop pulls on pullable or puller component removals

* Make pulling not occur when moving towards the pulled entity
2020-10-16 20:35:09 +02:00
metalgearsloth 0dc6f98fa9
Gravity fixes (#2272)
* Adjust your rotation as you move (against walls and drifting)
* Can't use bullets / firelocks / items to push off of.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-16 15:29:29 +02:00
DrSmugleaf bd30a73026
Add mechanism events when being added/removed to/from body/parts (#2271)
* Add mechanism events when added/removed to/from body/parts

* Change old usages

* Add TODO
2020-10-16 14:42:33 +02:00
DrSmugleaf 435fb2630e
Disable job buttons when they aren't available or late join is disallowed (#2251)
* Disable job buttons when they aren't available

In real time too, the technology is overwhelming

* Jobs are all unavailable when late join is disallowed.

* Better ToggleDisallowLateJoin command parsing

* Add togglelatejoin to groups.

Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-10-16 11:22:58 +02:00
DrSmugleaf f8f1d24e28
Fix everyone being weightless (#2263)
The biggest oversight
2020-10-14 23:07:54 +02:00
DrSmugleaf 1098035fd9
Remove context menu from drag shadows (#2262) 2020-10-14 22:48:45 +02:00
DrSmugleaf 8548e939e2
Fix disconnecting discontinuing your adventures off into deep space (#2256)
* Fix stopping when disconnecting while weightless

* Use extension
2020-10-14 22:46:39 +02:00
DrSmugleaf 50bc61b672
Add IResettingEntitySystem for entity systems that do resetting cleanup (#2257)
* Add IResettingEntitySystem for entity systems that do resetting cleanup

* You got a license for that submodule update?
2020-10-14 22:45:53 +02:00
DrSmugleaf d9b3833577
Make pointing arrows not show up on the context menu (#2252) 2020-10-14 22:40:59 +02:00
DrSmugleaf 5fcd13d0e3
Add IEntity.IsWeightless extension method (#2255)
Checking manually every time wasn't that cool
2020-10-14 22:37:25 +02:00
DrSmugleaf 6bd29b4ed0
Nerf gasping and reenable metabolism (#2261) 2020-10-14 22:32:06 +02:00
DrSmugleaf cdedaeb12e
Refactor drag and drop to use a shared interface (#2012)
* WIP in progress hours

* Cleanup

* Fix bugle

* Fix nullable error

* Merge fixes

* Merge fixes

* Merge fixes
2020-10-14 15:24:07 +02:00
Exp 47ba7fc690
Crayons (#2132)
* -Added Crayons + CrayonBox
-Can set any crayon state and color
-Added CrayonDecals

* Allows to cycle through decals (not the final thing)

* ItemStatus

* -UI (WIP)
-Selection thing works
-Changed some shitty state names

* -Icons
-Changed decal name

* Pure Texture Grid

* Charges

* -Reach check
-Toggle interface on use

* Can't draw on windows anymore

* UI now shows selected decal and color

* -UseSound
-Nullable

* Remove unused imports

* -Rotation
-Made decal abstract

* Remove some duplicate images

* Space Cleaner cleans

* Loc Title

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

* Review adressed

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-10-13 13:40:05 +02:00
DrSmugleaf 43a156bd3b
Add a test that creates, deletes and creates a character (#2193)
* Add a test that creates, deletes and creates a character

* My prs conflict with my other prs

Bottom text

* Add checking for profile equality between client and server

* Fix randomizing outside of an assert and add equals/hashcode and fix equality check

* Fix colors being slightly off when received by the server
2020-10-12 18:26:17 +02:00
Víctor Aguilera Puerto c023f26a1c The construction system can now prevent recipes from being rotated. 2020-10-12 14:22:31 +02:00
Víctor Aguilera Puerto eb125b7d61 Adds different StackTypes for MV and HV cables, rename APC Extension Cable Coil to cable coil. 2020-10-12 14:16:05 +02:00
Víctor Aguilera Puerto b38b152534 Click attack arcs no longer follow the player. Fixes #2079. 2020-10-12 13:18:11 +02:00
py01 77fa796a3b
Rotatable Pumps (#2223)
* Pump textures

* PumpVisualizer enabled state

* Pump rotation

* Pump tests fix

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-10-12 13:02:57 +02:00
Víctor Aguilera Puerto 039f1219b3 Fix NRE in SharedCombatModeSystem when session doesn't have an attached entity. 2020-10-12 12:42:49 +02:00
DrSmugleaf c029329070
Where is the brute pack officer (#2237)
* Fix roll of gauze texture

* Fix the id and stack type too

* Readd brute pack
2020-10-11 17:24:20 +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
DrSmugleaf c84622c3a0
Replace direct IoC.Resolve calls in Unobstructed and Unoccluded extensions (#2225)
* Unobstructed resolves

* Replace direct IoC.Resolve calls from Unobstructed and Unoccluded extensions
2020-10-11 13:32:42 +02:00
Víctor Aguilera Puerto 32876c78fe
Random default characters (#2216) 2020-10-11 13:15:09 +02:00
DrSmugleaf ba4c596195
Add InRangeUnoccluded extension methods (#2224)
* Rename RangeExtensions to UnobstructedExtensions

* Add InRangeUnoccluded extension methods
2020-10-11 13:13:45 +02:00
metalgearsloth ab2149abf0
Adds yeeting to disposal bins (#2218)
* Adds yeeting to disposal bins

Kobe

* Thanks zum

* ?

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-11 13:13:34 +02:00
Pieter-Jan Briers d4b1fa6fe5
Update submodule; Lidgren submodule 2020-10-10 23:52:20 +02:00
Víctor Aguilera Puerto 03b1a78238 Fixes edge firelock serialization 2020-10-10 19:43:50 +02:00
DrSmugleaf dd385a0511
Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00
metalgearsloth aba9b0e3f9
Make DoAfter visible to all (#2183)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-10 13:59:17 +02:00
DrSmugleaf fe39b5fb71
Make portals use ICollideBehavior and set collidable.Hard to false (#2186) 2020-10-10 13:32:42 +02:00
DrSmugleaf aa6e0e7539
Add SSS traitor label and fix ally sync (#2200) 2020-10-09 18:57:09 +02:00
py01 970f3bc82f
Pipe prototypes (#2124)
* Pipe prototypes

* PipeDirection setter

* IRotatableNode

* NodeContainer passes rotation events to its nodes

* Removes duplicate pipe prototypes that are rotations of each other

* PipeDirectionHelpers

* PipeNode rotation

* icon removal

* Pipe icons

* Icon fix

* Fixes pipe sprites and icons

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-10-08 17:53:56 +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
DrSmugleaf a6647e8de1
Save Zum (#2191) 2020-10-08 17:37:24 +02:00
metalgearsloth b35fba18a1
Optimise explosive depressurisation (#2190)
Slight increase. My whole life is staring at a profiler now.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-08 16:03:56 +02:00
Pieter-Jan Briers 390d064304
Re-organize in-memory character profile storage.
Now uses a dictionary of int -> profile instead of an array filled with nulls.
2020-10-06 15:13:16 +02:00
DrSmugleaf f35625630b
Fix creating and deleting character slots crashing the client and server (#2172)
* Fix creating a character slot crashing the client

* a

* Fix deleting character profiles
2020-10-06 12:03:14 +02:00
Pieter-Jan Briers 66c8a68891
Holy crap auth works (#2099)
* Holy crap auth works

* Fix some usages of UserID instead of UserName

* Refactor preferences.

They be non-async now. Also faster.

* Rename DbContext.

* Guest username assignment.

* Fix saving of profiles.

* Don't store data for guests.

* Fix generating invalid random colors.

* Don't allow dumb garbage for char preferences.

* Bans.

* Lol forgot to fill out the command description.

* Connection log.

* Rename all the tables and columns to be snake_case.

* Re-do migrations.

* Fixing tests and warnings.

* Update submodule
2020-09-29 14:26:00 +02:00
DTanxxx 3e6f0eef58
Removed the last bits of dependencies on localization manager (#2127)
* Removed the last bits of dependencies on localization manager

* Updated submodules to resolve error

Co-authored-by: David Tan <>
2020-09-26 15:30:13 +02:00
20kdc 4b9d488c1e
The Grovelling-to-the-Chef Games (monkey cubes and meat spikes) (#2117)
* Rehydratable component -> monkey cubes now have some of their behaviour

* Placeholder kitchen spike entity

* KitchenSpike component: the kitchen spike now has basic functionality

still placeholder sprite though

* Kitchen Spike: Import meatspike assets from CEV-Eris

* Kitchen Spike: Actually use sprites somewhat

* Kitchen Spike: Forgot I removed the MeatParts property from Butcherable

* Monkey cubes: Use IReagentReaction even though it doesn't quite work yet. Butcherable: remove imports

* Monkey cubes/Rehydratable: Re-add ISolutionChange

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

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-09-26 15:28:55 +02:00
Paul Ritter 84ce845ea3
Nanotrasen Block Game is here (#2131)
* tetris!

* softdropping & left,right key holding

* started work on the ui

* playable state

* there you go exp

* multiuser rework

* ui update refactor

* blockgame™️

* highscores, keybindings, ui refactor

* speed adjusts
leveling

* highscorebackground tweak
speed tweak

* NULLABLE

* yes
2020-09-26 15:25:22 +02:00
Víctor Aguilera Puerto 4eb5891c4a Adds missing reactions to chemical stuff.
- Adds ingestion reaction for food, drinks, and pills.
- Adds injection reaction for syringes.
2020-09-26 14:48:24 +02:00
Pieter-Jan Briers d4fefd4046
Define CVars in a central location.
Instead of a bunch of RegisterCVar<> calls, it's now similar to Key Functions.
2020-09-25 21:39:33 +02:00
Pieter-Jan Briers 33bed9a31e
InRangeUnOccluded. 2020-09-24 18:18:50 +02:00
Paul Ritter 2a1b90a0eb
Arcade fun - Ports over /vg/s SpaceVillain arcade game (#2125)
* arcade fun

* stuff

* removed unused using statements
added sound feedback
win check fix
reworked ui a bit

* description rework

* windowopen bug fixed

* adds rewards, cool!

* for unusualcrow

* fixes

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-09-23 14:30:31 +02:00
Víctor Aguilera Puerto 31e0dfc10c
Adds FlammableComponent, humans can now catch on fire. (#2115) 2020-09-22 15:40:04 +02:00
Víctor Aguilera Puerto 4c34a12c67
Adds IThrowCollide, Creaming people with cream pies and tactical stun baton throws (#2122) 2020-09-22 15:34:30 +02:00
Víctor Aguilera Puerto 69059eac80
Adds new different reaction types. (#2114)
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.

* Fix solution tests

* food base now has solution container with noexamine caps
2020-09-21 17:51:07 +02:00
Exp 8238a89190
Gives the gas analyzer visual clues that it's open (#2110)
* Gives the gas analyzer visual clues that it's open

* Read Visualizer states from yaml
2020-09-21 11:39:17 +02:00
Víctor Aguilera Puerto 6ec2939f15
Refactors radiation (#2009)
* Work on refactoring radiation.

* mmmm grayons

* fixes

* Now you can specify whether the pulse will decay or not

* whoops

* Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls

* General improvements, send draw and decay with state. Rename DPS to RadsPerSecond

* E N T I T Y  C O O R D I N A T E S

* Entity coordinates goood

* Remove unused using statements

* resistances: metallicResistances

* - type: Breakable moment

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-21 01:49:40 +02:00
20kdc da463097f0
Atmos debug helpers (#2108)
* Atmos debug overlay

* Pressure direction information

* Atmos debug overlay: show excited tiles
2020-09-21 01:13:17 +02:00
derek 158f765895
Keybind to stop pulling. (#2094)
* keybind to stop pulling.

* smug
2020-09-16 23:58:50 +02:00
DrSmugleaf 74943a2770
Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00
Swept d9f965a49b
Removes exosuit slot (for now!!!) and rearranges inventory UI again. (#1975) 2020-09-13 14:05:02 +02:00
DrSmugleaf 65d7775665
Fix breathing once and for all (#1996)
* Fix breathing

* WIP changes because I don't trust git stash after 2 weeks

* My imports

* Add gasping, adjust breathing values and fix test

* Make the gasp message appear to others

* Add PopupMessageEveryone extension

* Change used percentage to use a single number instead

* Remove unnecessary logging

* Fix air consistency test

* Add test map to SkippedMaps array
2020-09-12 22:52:50 +02:00
Víctor Aguilera Puerto fa74e9f19f address all reviews 2020-09-12 20:10:56 +02:00
Víctor Aguilera Puerto c27ab9bf6a
Merge branch 'master' into 2020-08-19-firelocks 2020-09-12 15:52:20 +02:00
py01 b288975cb7
Siphon and Vent Visualizers (#2062)
* scrubber sprites

* vent sprites

* Vent visualstate

* scrubber visual state

* Vent and siphon respect being disabled

* Vent and Siphon Visualizer

* Fix typo

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-12 14:26:50 +02:00
Víctor Aguilera Puerto 04bea5a253 Merge branch 'master' into 2020-08-19-firelocks 2020-09-11 19:54:12 +02:00
nuke 753a627c75
Add text coloring for inspected solution containers, code cleanup (#2010)
* Initial commit

* remove helper

* fixes

* small fix
2020-09-10 00:32:31 +02:00
Víctor Aguilera Puerto 4c7c7d2f72
Merge branch 'master' into 2020-08-19-firelocks 2020-09-09 22:12:38 +02:00
creadth 7baa0a4391
Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem

* Merged EntityCoordinates and changed components to reflect the change

* Fix typo

* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check
2020-09-09 17:03:27 +02:00
Víctor Aguilera Puerto cca740eb2a
Merge branch 'master' into 2020-08-19-firelocks 2020-09-08 15:21:58 +02:00
Exp 5120627ca2
Makes more fields VV (#2026)
* Some more VV

* Fixed build & some more gun vvs

* Added VendingMachine Inventory & Items
2020-09-08 13:30:22 +02:00
Víctor Aguilera Puerto 3e87cfa714 whoops. 2020-09-07 17:45:46 +02:00
Víctor Aguilera Puerto 2aa1486b13 Support for non-fulltile airblockers rotating 2020-09-07 13:57:04 +02:00
Víctor Aguilera Puerto bc972156bb Fix firelocks 2020-09-06 17:34:45 +02:00
Víctor Aguilera Puerto d58b7f0ebe whoops 2020-09-06 17:15:16 +02:00
Víctor Aguilera Puerto 2b426405eb Fix TurfHelpers 2020-09-06 17:05:01 +02:00
Víctor Aguilera Puerto d758e84e8d Merge branch 'master' into 2020-08-19-firelocks
# Conflicts:
#	Content.Server/GameObjects/Components/Atmos/AirtightComponent.cs
2020-09-06 16:56:43 +02:00
DrSmugleaf 48b61f6bcc
Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00
Víctor Aguilera Puerto d89188a742 Merge branch 'master' into 2020-08-19-firelocks
# Conflicts:
#	Content.Server/GameObjects/Components/Doors/ServerDoorComponent.cs
#	Content.Shared/Maps/TurfHelpers.cs
#	SpaceStation14.sln.DotSettings
2020-09-06 00:17:48 +02:00
nuke c3630b7301
Glowsticks, flares and lighting behaviours (#1886)
* Assets

* LightingBehaviours, flares, and such.

* More changes

* More changes, more flare work.

* More work on flares + light behaviours

* another refactor

* missed

* Light behaviours refactor, added sfx, improved graphics, improved lighting effects for glowstick and flare.

* remove unneeded value

* nullables

* remove old code

* nullable

* one last push

* net id

* more work

* more colors for glowsticks

* Adjust flare so it fades in

* fix name

* sprite fix
2020-09-03 22:02:40 +02:00
creadth b8bf100277
Feature/1754 kill player on body parts missing (#2014)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added isVital flag for body parts
Automatically killing creature if last vital body part removed
Marked head as vital part
2020-09-03 20:35:39 +02:00
DrSmugleaf 5f79d3e31d
Fix the health status effect not showing after spawn (#2013) 2020-09-03 20:17:30 +02:00
Víctor Aguilera Puerto 12f4d28865 Reduce random offset for tiles 2020-09-02 20:53:30 +02:00
Víctor Aguilera Puerto d1f7f0b80b Tile Prying helpers 2020-09-02 18:55:51 +02:00
Víctor Aguilera Puerto 3922759a81 address reviews 2020-09-02 15:27:28 +02:00
Víctor Aguilera Puerto 2294c32235
Merge branch 'master' into 2020-08-31-click-attack 2020-09-02 15:12:17 +02:00
SoulSloth e40e3fa267
Cloning (#1932)
* 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

* Added cloning machine code infrastructure copied from Medical Scanner

* Added a list to cloning menu containing some numbers

* Cloning Machine UI sends a message to the cloning component with the entityUID

* New scans now show up in cloning pod menu

* fixed cloning machine collision shape

* cloning machine can now spawn the right player profile assuming the attatched entity is still correct.

* refactored cloning system to use a map of integer ids to player Minds

* Added a return to body cloning loop for the ghost

* Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle

* removed #nullable from cloningMachineWindow"

* Trying to get rid of nullable error

* fix CloningMachine to not initilize with it's owner components

* updated CloningMachine server component to play nice with the new nullable rules

* replace flag with eventBus message for sending a ghosts mind to a clone body

* Refactor cloning so that a popup option is used to get user consent for cloning

* Refactoring

* Reverting unused changes for cloning component

* Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected

* added missing robust toolbox contents

* Added cloning NoMind State and made cloning take time

* Added cloning progress bar and mind status indicator to cloning pod

* Added missing localization calls, removeed 'returned to cloned body' from ghostUI

* Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove

* Added eject button to cloningMachine and clamped the cloning progress bar to 100%

* Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done

* Add click-dragOn functionality to the medical scanner for things with a bodyManager

* Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob

* refactored clonning scan check on medical scanner so it doesn't do a linq query

* merge with rogue toolbox

* Change the name of Cloning Machine to the less generic Cloning Pod

* Changed Cloning Pod so it pauses cloning while the power is out

* Removed the evil LocalizationManager from the cloning menus and used the static Loc instead

* removed localization dependency from bound accpetCloning user interface

* Removed Ilocalization dependency I accidentally added to ghost ui

* Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs

Co-authored-by: Exp <theexp111@gmail.com>

* Changed null check to tryget in case for cloning UiButton.Clone

* Parameterized Cloning time on serverside component

* tried to reset Robust toolbox module to current master

* Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces.

* Reset submodule

* corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state

* Fix typo

* Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function

* unsubscribe from OnUiReceiveMessage in CloningPodComponent

* unssubscribe from ghostreturn message in cloningpodComponent onRemove

Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-02 12:07:54 +02:00
Moses 6a4b856961
Extinguisher cabinet (#1976)
* 1779 Add extinguisher cabinet base item, rsi, and class based on potted plant

* Pretty much the rest of the owl

* Allow construction

* no more deconstruction

* pr fixes
2020-09-02 01:41:35 +02:00
Víctor Aguilera Puerto 80ffe6bfcc
Merge pull request #1999 from DrSmugleaf/tile-adjacent-extensions
Add extension methods for getting adjacent tiles randomly and to offset coordinates in a direction
2020-09-02 00:37:26 +02:00
Víctor Aguilera Puerto 6fa5a25ce4
Merge pull request #1992 from DrSmugleaf/entity-shuffle
Add extension method to shuffle an entity by a random value
2020-09-02 00:35:57 +02:00
Víctor Aguilera Puerto 4c5aa3c11d
Merge pull request #1993 from DrSmugleaf/verbs-injectio
Make verbs be created through IDynamicTypeFactory
2020-09-02 00:34:41 +02:00
DrSmugleaf 8afeb4d094 Add helpers for converting to and from Fahrenheit 2020-09-01 23:33:42 +02:00
DrSmugleaf 8a14725539 Add extension methods for getting adjacent tiles randomly and to offset coordinates in a direction 2020-09-01 23:28:59 +02:00
DrSmugleaf 549c8c595e Add extension method to shuffle an entity by a random value 2020-09-01 22:04:55 +02:00
DrSmugleaf e0928d78e0 Make verbs be created through IDynamicTypeFactory
To allow for dependencies to be declared on them
2020-09-01 21:11:17 +02:00
DrSmugleaf 8f9ed2f562
Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods (#1965)
* Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods

* Remove redundant code
2020-09-01 12:34:53 +02:00
Víctor Aguilera Puerto db12634bd5 Merge branch 'master' into 2020-08-31-click-attack 2020-09-01 03:25:14 +02:00
py01 4d43a15cba
Pump enabled animation (#1973)
* Pump enabled animation

* naming fixes

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-09-01 00:29:53 +02:00
Víctor Aguilera Puerto 391444c879 Add an effect that shows the item you're using to attack with when attacking 2020-08-31 20:54:33 +02:00
Víctor Aguilera Puerto b927fddf4c Better click attack effect 2020-08-31 19:32:06 +02:00
ancientpower f41e39410d
Tweaks damage types and classes (#1969)
Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-31 19:11:22 +02:00
Víctor Aguilera Puerto 69bd44c94c Adds click attacks 2020-08-31 18:58:22 +02:00
py01 178931e54b
Pump visuals (#1960)
* Pipe sprites

* pipe copyright

* SharedPipeComponent

* Pipe Visualizer draft

* missing longitudinal pipe sprites

* expanded rsi states

* pipe prototype fixes

* Fixed pipe visualizer

* PressurePump and VolumePump

* VolumePump fix

* PressurePump fix

* Shared pump

# Conflicts:
#	Content.Server/GameObjects/Components/Atmos/Piping/Pumps/BasePumpComponent.cs
#	Content.Server/GameObjects/Components/NodeContainer/Nodes/PipeNode.cs

* PumpVisualizer Draft

* ConduitLayer enum

* PipeVisualizer update

* halfpipe sprites

* pumpvisualizer simplification

* yaml unneeded proto removal

* pump visualizer draft 2

* Pump overlays

* pump rsi name

* merge fix

* PumpVisuals ConduitLayer

* merge fix

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-31 12:33:05 +02:00
py01 68ec6e6be5
Pipe Sprites & Visualizer (#1954)
* Pipe sprites

* pipe copyright

* SharedPipeComponent

* Pipe Visualizer draft

* missing longitudinal pipe sprites

* expanded rsi states

* pipe prototype fixes

* Fixed pipe visualizer

* ConduitLayer enum

* PipeVisualizer update

* halfpipe sprites

* yaml unneeded proto removal

* PipeVisualizer uses its own RSI

* Removes unused field from PipeVisualizer

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-31 02:13:15 +02:00
Víctor Aguilera Puerto 52e98e29d7 Support for non-fulltile firelocks! 2020-08-30 15:00:40 +02:00
DrSmugleaf 9d6c394f6b
Refactor InRangeUnobstructed and add extension methods (#1925)
* Sort out InRangeUnobstructed and add extension methods

* Rename client RangeChecks to RangeExtensions

* Add container extension methods and test

* Add missing component methods

Component to container
Grid coordinates to container
Map coordinates to container
Local player to container

* Actually use the field

* Merge fixes

* Add popup argument to local player extension methods

* Reduce code repetition for client range extensions
2020-08-30 11:37:06 +02:00
DrSmugleaf 9ec3ddf368
Add popup message extension for players in range except for the source (#1962) 2020-08-30 11:28:46 +02:00
DrSmugleaf a8aa088058
Add invulnerable damage flag, godmode and damage flag commands (#1949)
* Add invulnerable damage flag and commands

* Add serialization for damage flags

* Add godmode command
2020-08-30 11:16:47 +02:00
metalgearsloth 72eb1fdc1c
Add door welding (#1951)
* Add door welding

Surprised this wasn't in already.

* smug's feedback

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-30 11:16:29 +02:00
DrSmugleaf 1ecf8aad1a
Add prediction for standing states and mob states (#1937) 2020-08-29 13:20:37 +02:00
DrSmugleaf 4d23bbf4df
Fix slippery items not being slippery (#1948)
* Fix slippery items not being slippery

* Fix slippery not being slippery part 2 redux electric boogaloo

* You got a license for that hard collidable?
2020-08-29 13:13:22 +02:00
ancientpower 566ed6b770
Adds the antimatter engine (#1905)
* adds antimatter engine

* fixes some nullables

* fixes ALL OF THE NULLABLES

* adds explosions

* adds fancy lighting

* requested changes + license info

Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-29 13:05:44 +02:00
metalgearsloth cc1125cd91
No context menu through occluder (#1934)
* No context menu through occluder

* Fix disabled occluders

* Comment

* Server-side verb ray check

Decided to add a buffer because the entity is at the very edge of the context box (0.5, 0.5) then need to make sure that entities at the other end of the box are ignored.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-29 12:46:42 +02:00
Víctor Aguilera Puerto 16f0eebf15 Merge branch 'master' into 2020-08-19-firelocks
# Conflicts:
#	Content.Server/GameObjects/Components/Atmos/AirtightComponent.cs
#	Content.Server/GameObjects/Components/Atmos/GridAtmosphereComponent.cs
#	SpaceStation14.sln.DotSettings
2020-08-28 14:35:45 +02:00
Víctor Aguilera Puerto fb0ac3d70e
Atmos optimizations (#1944)
* Adds IFireAct, ITemperatureExpose

* Use AtmosDirection instead of Direction for Atmos

* Refactor atmos to heavily rely on arrays and bitflags.
Adds F A S T M O S and reduces atmos tech debt heavily.

* Optimize and fix more stuff

* Kinda improve superconduction

* Pipenet is a word

* T U R B O M O S

* Address reviews

* Small optimization

* Superconduct is also a word

* Remove check

* Cleanup tile atmosphere

* Correct a comment
2020-08-28 14:32:56 +02:00
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
Exp fc6ec5a7b9
Add ItemStatus to energy weapons (#1921)
* -ItemStatus for BatteryGuns
-EjectCell Verb
-Using the gun throws the battery also on the ground

* Copy the flashlight and call it a day

* Name a red fruit

* Remove SoundGunshot
2020-08-27 16:31:29 +02:00
nuke 47d89bc280
Fix for missing loc strings in handcuffs. (#1919)
* loc strings, formatting fixes

* Fix indentation

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-26 03:49:29 +02:00
DrSmugleaf dd3a697c12
Fix the server not checking uplink purchase prices (#1917) 2020-08-25 18:13:19 +02:00
Exp 292ef4ef16
Admin Menu (#1648)
* First Prototype

* Command Window

* Dropdown

* Is this better?

* That's kinda better?

* Added divider

* Shit

* Check if Admin Menu & Commands are allowed

* -Funcy Shit
-Now gets properly the playerlist
-Fixed kick reason

* Dropdown Improvement with some more func

* -Added DirectCommand for commands that don't need a ui
-Added RestartRound

* Better way to make DirectCommandButtons

* -Some new Tabs
-Player list

* -Split Buttons
-Regions
-Fixed Test Command

* Some server buttons

* Playerlist alignment

* Fucky SpawnEntites & SpawnTiles in AdminBus

* -Debug Buttons
-Few more commands

* -Make dem controls thicc
-SpinBox

* Escape Kick Reason

* Only create the window when you press the button

* Adds StationEvents

* Nullable "fixes"

* This thing wasn't made for buttons

* Call other constructor for empty CommandButton

* Request method in the interface

* -Pushed most Controls to be fields
-No more dict passing
-Removed test cmd
-Regions to better navigate

* -Bound to key
-Removed from escape menu
-Remember cmd windows
-Close all cmd windows on toggle

* -Moved dependency

* Merge fixes

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-25 17:18:32 +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
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 501c8a9f6a
Slight DisposalUnit optimisation (#1874)
UI was being updated every tick even when not necessary. Ideally you'd just update the UI based on events but this is fine for now.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-24 13:16:23 +02:00
Exp 56ebde7f45
Add IItemStatus to some weapon types (#1879)
* Bolt Action

* Shotguns

* Revolver + Outline

* In Magazines: show bullets as numbers plus the usual bullet stuff

* Empty bullets have another texture
2020-08-24 13:13:26 +02:00
SoulSloth df823d2245
Add Flashlight Visualizer/states (#1861)
* 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

* Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight

* refactored RadiatingLight into a visualizer

* Added different light animations for differnt power states of a flashlight

* split out the radiating light visualizer into two seperate visualizers

* further refactored and tweaked handheldlight animations

* further lantern light tweaks

* removed un-used attributes in flashlight and lantern prototypes

* fix null check in handheldlightcomponent
2020-08-24 12:32:18 +02:00
Exp 99e0f2019d
Remove duplicate PhysicalConstants.cs (#1890) 2020-08-24 12:01:47 +02:00
DrSmugleaf 814daaba4c
Fix the flashlight's power bar and status with no battery (#1862)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-23 13:19:40 +02:00
DrSmugleaf a4a25a9975
Remove localization manager dependencies from components (#1864)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-23 12:53:09 +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 092dd7c946
Fix xenos not changing sprites when going into crit or dying (#1854) 2020-08-22 15:51:35 +02:00
DrSmugleaf bb923aa230
As discussed on the Discord, xenos are not humans (#1840)
* As discussed on the Discord, xenos are not humans

* Add living component for living beings without a defined body

* Merge LivingDamageable and Damageable components

* Fix ruinable and state manager inconsistencies

* Fix ruinable exposedata

* Fix new destructibles yamls

* Fix healing not healing

* Fix alive not being a valid state

* Fix valid state checking
2020-08-22 13:40:22 +02:00
Exp 1b634739ac
Observers are shown as observers in the RoundEndSummary (#1838)
* Observers are shown as observers in the RoundEndSummary

* Fix typo

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-22 12:45:49 +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
Swept 7887f78f0d
Restricts character age from being under 18 or over 120 years old (#1836) 2020-08-21 18:26:31 +02:00
Víctor Aguilera Puerto 68fb5d4257 Merge branch 'master' into 2020-08-19-firelocks 2020-08-21 16:51:50 +02:00
Exp 02b5632dac
Observers are now shown in the Lobby as Observers (#1834)
* Observers are now shown in the Lobby as Observers

* Weviews adwessed
2020-08-21 11:24:06 +02:00
Pieter-Jan Briers fc2ee61f75
Fix verbs in-hand.
Properly this time.
2020-08-20 21:45:43 +02:00
Víctor Aguilera Puerto 9e7d698145
Allow specifying a text to be shown to players in the summary when ending the round. (#1818)
* Allow specifying a text to be shown to players when ending the round.
Also sets text

* Fix comment
2020-08-20 18:09:29 +02:00
Pieter-Jan Briers ed1a96e536
Nullability fixes. 2020-08-20 16:48:15 +02:00
Víctor Aguilera Puerto 944ce2cc92
Allow game presets to disallow latejoining (#1816)
* Allow game presets to disallow latejoining

* Update Content.Server/GameTicking/GameTicker.cs

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

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-20 16:20:48 +02:00
nuke 322e38b173
Fix for climb jank (#1803)
Player body was going to sleep, so now we spam WakeBody() at it.
2020-08-19 17:21:15 -07:00
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
Julian Giebel 7771f58460
Improve on disposal routing code (#1795)
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
2020-08-19 20:43:56 +02:00
Swept 20ab566f8c
Switches current PDAs to the /tg/ ones. (#1796)
* Switches PDAs with tg ones and renames flashlight component

* Which chucklefuck hid the ID cards in the clothing folder

* Removes Mime PDA as i'm gonna do that in another PR

* Moves EVERY SINGLE PDA over by exactly one pixel so they're aligned perfectly with the UI slot

* On second thought moves back the id-cards since I don't want to deal with conflicts
2020-08-19 20:41:33 +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
Julian Giebel 1292adb001
Disposal routing (#1710)
* Implement disposal tagger
Implement disposal  router
Combine sprites to make conpipe-tagger sprite

* Implement change requests

* Remove nullable

* Update DisposalHolderComponent.cs

* Update DisposalHolderComponent.cs

* Update Content.Server/GameObjects/Components/Disposal/DisposalRouterComponent.cs

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

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-19 15:50:06 +02:00
Víctor Aguilera Puerto 5190c04944 Some work 2020-08-19 12:23:42 +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
DrSmugleaf 8ea9e4cd90
Fix unknown component errors and duplicate damageable references (#1778) 2020-08-18 16:41:35 +02:00
Exp 5de57d6cd2
Ready Indicator in the lobby (#1771)
* Ready Indicator in the lobby

* Use SessionID instead of Name

* Don't show ready state when game is already running

* Make Ready List not selectable

* -Remove disconnected sessions from Ready
-Fix showing ReadyStatus when staying in lobby
2020-08-18 14:52:59 +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
Clement-O 0e6f55a23d
Added character limit for chat (#1586)
* Added character limit for chat

* Changed buffer reading from Int16 to Int32

Co-authored-by: Clément <clement.orlandini@gmail.com>
2020-08-17 14:45:02 +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
Pieter-Jan Briers d04ad6ec85
Request window attention when round starts/restarts. 2020-08-16 23:36:56 +02:00
DrSmugleaf 9fb6afd08b
Fix pulled physics objects not being woken up when the puller moves (#1720) 2020-08-16 21:08:05 +02:00
Víctor Aguilera Puerto ac9d40b606 Fix suspicion crash on forcing 0 players readied 2020-08-16 19:36:04 +02:00
Exp 4ef8bc962e
Fix RoundEndMsg being retarded and writing 0 as length (#1721) 2020-08-16 19:31:59 +02:00
DrSmugleaf dbeb89a5e5
Fix pulling not stopping when going into a container (#1712) 2020-08-16 18:51:21 +02:00
Julian Giebel 2c853ea572
Update IInteractUsing.cs 2020-08-16 17:45:15 +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
ancientpower bb781f4975
fixes ghosts not having a collidable component and adds a ghost collision flag (#1675)
Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-15 20:34:25 +02:00
Víctor Aguilera Puerto c3df108b27
Stripping (#1668)
* Start work on stripping.

* more strippable work

* Stripping works

* Nullable

* MORE NULLABLE

* nullable moment

* life is pain

* Interaction check.

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

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

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Use static EquipmentSlotDefines

* Do not expose ContainerSlot on Inventory or Hands.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-15 20:33:42 +02:00
Swept 541ba64c80
More sandbox buttons for fun and pleasure (#1599)
* Aghost Button

* Toggle Lights Button (Shitcode)

* Suicide Button

* Toggle Subfloor Button

* Changed the X icon for windows to be slimmer

* ToggleLights and ToggleSubfloor are no longer shitcode!

* Refactors SandboxWindows.cs

* Added Shows Spawns Button

* Fix

* Show Bounding Boxes Button

* I guess this helps somewhat?

* Nested SandboxWindow.cs inside of SandboxManager.cs for simplicity

* Fixes

* I forgot what I added

* Removed CSI console... for now

* Fix build

Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-08-14 18:09:58 +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
ike709 83a7dfebef
Improves the RCD (#1609)
* Improves the RCD

* oops

* Unnecessary

* Merge 2 checks

* RCD whitelist and reorganization

* Makes the RCD great again

* Ignored components

* loicense

* Fix missing using
2020-08-13 19:39:23 +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 ca68fbe818
Add heat conduction (#1653) 2020-08-13 14:18:26 +02:00
Julian Giebel a41e2d1002
Fix typos in doc comment 2020-08-13 09:54:27 +02:00
juliangiebel ba058ccbdd Add priority sorting to `InteractUsing` 2020-08-12 23:01:30 +02:00
Acruid cdc6ec3bfc Ranged weapon firing does not depend on DefaultGrid anymore. 2020-08-11 16:44:15 -07:00
Julian Giebel c00a08f504
Add disposal-charging state to disposal rsi (#1649)
Add charging state to UpdateVisualState in Content.Server/DisposalUnitComponent
2020-08-11 17:52:37 +02:00
ShadowCommander 0d29b15ae0
Fix StackComponent not getting removed from containers when empty (#1645) 2020-08-11 17:38:00 +02:00
Víctor Aguilera Puerto 89fff7dab2 Add two new TurfHelpers 2020-08-11 03:45:40 +02:00
Exp aaffd7e198
Chem Master & Dispenser Power Fixes (#1622)
* -ChemDispenser & Master can now open the UI without power
-Both can also eject beaker without power

* -Disables button if not powered
-Disables clear & eject buttons if no beaker

* Fix server freeze
2020-08-10 16:30:56 +02:00
Víctor Aguilera Puerto 6a06358012 Minor atmos optimization 2020-08-10 02:53:55 +02:00
Víctor Aguilera Puerto 7293d985a5
Unique gas serialization for atmos (#1629)
* Add unique gas mixture serialization for atmos

* Refactor doAfterEventArgs

* Adds atmos commands

* Roundstard now has correct ratio of gases

* Fixed hashcode for gasmixture, better grid atmos serialization

* Airlocks create gas based on adjacent tiles now.

* Enables barotrauma component damage
2020-08-09 16:52:59 +02:00
Víctor Aguilera Puerto b5a976b173
Adds tritium fire reaction and water vapor, fix gas reactions (#1623)
hehe Tritfire go BRRRR
2020-08-08 19:16:24 +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
metalgearsloth 5b3b2e3207
do_after (#1616)
* do_after

Ports (most of) do_after from SS13.
Callers are expected to await the DoAfter task from the DoAfterSystem.
I had a dummy component for in-game testing which I removed for the PR so nothing in game uses do_after at the moment.
Currently only the movement cancellation is predicted client-side.

* Minor do_after doc cleanup

* do_the_shuffle

Fix nullable build errors.

* The last nullable

* Implement NeedHand

Thanks zum.

* nullable dereference

* Adjust the system query

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-08 18:16:13 +02:00
Exp b4f08811eb
Adds Spray Bottles (#1522)
* Spray Bottle

* -"Proper" wall detection
-Removed some using
-Fixed sound

* Just don't add it

* -Removed spill sound
-Added sound parameter to SpillHelper.SpillAt

* Now spawns Vapor instead of Puddles instantly

* -Review
-Nullable

* Reworkkkk

* AABB shittery

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-08 14:33:36 +02:00
Víctor Aguilera Puerto ffc9a24ea0
Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now

* At least show status effect, but don't damage the mobs

* Fix switch misuse
2020-08-07 16:23:16 +02:00
Acruid 801c48fba8 Added a turf helper function IsBlockedTurf() for Ike. 2020-08-06 22:02:13 -07:00
Víctor Aguilera Puerto 85df48a700
Adds atmos (#1389)
* Add initial atmospherics framework

* Make walls and airlocks airtight

* Add the basic atmosphere gas system

* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils

* Optimize vending machine code a bit.

* Address feedback from Atmos PR, make code compile

Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.

* Improvements to the existing ZAS prototype (#996)

* Rename Volume -> Quantity in GasProperty

This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.

* Replace Gas enum with GasPrototype

Unused as of yet, but laying the groundwork for future changes.

* Update AtmosphereMap, improving maths

Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.

Fixed a maths mistake in the original code involving unit conversions.

Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.

* Fix merging, splitting logic for zones

Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.

* Improvements to atmos code, reorganising of types

Moved GasPrototype to shared, because it's going to be used by the
client later.

Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.

Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.

* Switch zones back to MapIndices

Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.

* Add zone debugging overlay

This is the first example of zone information being sent to a client.

It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.

* Fix position of atmos zone debug text

* Make AirtightComponent only activate on MapInit

This should stop it splitting atmospheres in mapping.

* Doc comments improvements to AtmosphereMap

Fix some malformed comments, inherit some useful docs, document some
more functions.

* Add zone logic for changing tiles to/from space

Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.

* update engine

* right

* Cleanup code

* Port GasMixture, further cleanup

* Fix windows not being airtight, some other stuff

* Work on atmos

* Difference between ZoneBlocked and AirBlocked

* Big GridAtmosphereManager cleanup, zones are broken now oops

* Remove zones, add excited group implementation

* Further cleanup

* Further work on atmos

* Work on gas overlay.

* PumpGasTo and ReleaseGasTo methods for GasMixture.

* Adds Tile Overlay System.

* More work on atmos

* Gasses spread, equalize and all that

* Fix a few crashes

* Gas can actually spread from room to room after opening airlocks

* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.

* More work

* Remove atmoschem, add "performant" gas overlays

* what the fuck git

* More work I guess?

* Fix stuff, create a few (empty) components for future work

* Fix temperature

* Fix tile air sharing

* Atmos optimizations

* Further atmos optimizations

* Even more optimizations!

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

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

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

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

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

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

* Address a few reviews

* Oops, forgot to remove this

* Update Content.Server/Atmos/AtmosphereMap.cs

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

* Fix compile

* Improved client gas tile overlays

* Less allocations

* Even less allocations!

* some stuff dunno

* Big refactor time, oh yeah

* it truly is 1 AM

* bruh

* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌

* Basic atmos serialization

* Fix bugs, add VV attributes

* Start adding stuff for gas reactions

* Add a few atmos commands

* Fill gas command

* Changes to gas opacity

* Fixes I guess

* Fixes, add space wind sound

* High pressure movement!

* Better high pressure movements.

* Fix direction, maybe?

* And now it works great

* Science!

* and this is why you don't trust people

* remove logging

* Turns out I'm fucking dumb

* Work on hotspots and reactions, add tritium gas

* IGridAtmosphereComponent interface! For future unsimulated grids.

* Makes atmos updates NoGC.

* C E A S E

* Add settemp atmos command

* Important reminder.

* Remove useless AtmosCooldown.

* More work on hotspots

* Overlays for hotspots. Fire works!

* Turns out I suck at coding

* Fire texture change

* Yeah let's make that an absolute value, hmm?

* Support for atmos after teleporting grid (more or less)

* fix attempt (doesn't actually fix it)

* Make static variable not static

* Remove magic numbers

* Stopwatch moment

* Slight cleanup.

* More cleanup.

* Atmos optimizations

* Fix build

* Remove useless ghost atmos shit

* Adds CanSeeGases component for gas overlay stuff

* Component and prototype ignores

* ExcitedGroups now dispose on being merged with others

* Some tweaking.

* Atmos now uses frame time for updates.

* Nullable boogaloo

* IExamine fix

* Fix build

* Fix restartround

* Atmos tweaking, use invalid direction

* Increase high pressure movement force

* Better sort

* Update submodule.

* NULLABILITY AAAAH

Special thanks to monster860 and all monstermos contributors!

Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +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 7a983062a9
Fix disposal units in general (#1552)
* Makes disposal units able to be entered when unpowered

* Make the unit's light turn off when unpowered

* Remove event handlers on component removal

* Make the disposal unit's lever engage when queueing an auto engage

* Autoengaging the lever on insert was a mistake

* Make the engage button active when engaged

* Make the engage button toggleable

* Fix nullable error
2020-07-31 14:50:46 +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
Pieter-Jan Briers 2ba86c6476
More efficient prefs serialization over net messages. 2020-07-30 23:40:14 +02:00
Acruid a772b505ac IComponentManager API changes. 2020-07-29 15:49:44 -07:00
DrSmugleaf a91a907fc5
Add slipping moving you forward a few tiles (#1520)
* Add slipping moving you forward

* Check for weightless and change decay to a multiplier

* Pragma moment
2020-07-28 15:53:51 +02:00
DrSmugleaf 0a82aba88e
Add pulling (#1409)
* Initial framework for pulling.

* Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly.

* Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time.

* Make sure that MoveTo won't allow collisions with the player

* Update everything to work with the new physics engine

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* Physics update and convert to direct type casts

* Add notnull checks

* Add pull keybinds to the tutorial window

* Move PullController to shared

* Fix pulled items getting left behind

* Fix moving pulled objects into walls

* Remove flooring of coordinates when moving pulled objects

* Add missing null check in PutInHand

* Change pulling keybind to control and throwing to alt

* Change PhysicsComponent references to IPhysicsComponent

* Add trying to pull a pulled entity disabling the pull

* Add pulled status effect

* Fix merge conflicts

* Merge fixes

* Make players pullable

* Fix being able to pull yourself

* Change pull moving to use a velocity

* Update pulled and pulling icons to not be buckle

A tragedy

* Make pulled and pulling icons more consistent

* Remove empty not pulled and not pulling images

* Pulled icon update

* Pulled icon update

* Add clicking pulling status effect to stop the pull

* Fix spacewalking when pulling

* Merge conflict fixes

* Add a pull verb

* Fix nullable error

* Add pulling through the entity drop down menu

Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00
Moses 8e08c64fcf
Show if items can be placed in a slot when hovering (#1480)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-26 14:25:38 +02:00
Pieter-Jan Briers 2bd318e83f
Make clown clumsy. (#1481)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
2020-07-26 14:08:09 +02:00
DrSmugleaf 96ec60adab
Replace Houdini's magical piloting locker with buckle (#1336) 2020-07-26 12:12:53 +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 245dbdaa3a
Add pointing (#1435)
* Add pointing keybind and simple message

* Add turning the player when pointing

* Add pointing arrow

* Make the popup message appear on the pointing entity

* Add pointing to tiles and space and proper grammar

* Move pointing bind from HandsSystem to PointingSystem

* Add more messages for pointing depending on the viewer perspective

* Fix non nullable reference type

* Serialize pointing arrow duration

* Serialize pointing arrow step and add summaries

* Make arrow speed serializable and make it depend on frame time

* Add 0.2 second delay between pointings

* Add pointing arrow yaml examples

* Add the ability for pointing arrows to be rogue

* Remove rogue package reference

* Add point to verb

https://cdn.discordapp.com/attachments/313107470031650816/735268651636228197/unknown.png

* Add shift middle clicking an entity in the verb menu to point at it

* Add VV to PointingArrowComponent

* Increase pointing delay from 0.2 to 0.5 seconds

* Address reviews

* Fix nullability errors

* Separate pointing and rogue pointing code

* Fix rogue pointing arrow visuals

* Made rogue pointing arrow rotation adjustment readable for mortals

* Make rogue pointing arrows less destructive

* Cleanup more of the rogue pointing arrow code
2020-07-24 14:51:18 +02:00
DrSmugleaf 1eac63e5bb
Fix popupmessage appearing behind the player when moving (#1401) 2020-07-24 14:26:39 +02:00
DrSmugleaf 64672fdc31
Refactor to use the new multiple controller system (#1462)
* 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
2020-07-23 18:33:37 +02:00
metalgearsloth 56737b635f
Damage visualizer for simple mobs (#1332)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-23 02:04:03 +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
DrSmugleaf b88afec350
Add slipping prediction (#1440) 2020-07-23 01:40:31 +02:00
DrSmugleaf 80fbb44ea9
Fix build (#1447) 2020-07-22 09:50:39 +02:00
Acruid f34b454923 Public API changes to IPhysBody and MoverController. 2020-07-21 23:42:33 -07:00
DrSmugleaf 202954efe2
Remove unused imports (#1431)
We don't support .Net Framework anymore.
2020-07-19 17:06:51 -07:00
ShadowCommander 9e93972deb
Merge pull request #1426 from collinlunn/construction_yaml
Construction prototype camelCase
2020-07-19 12:22:50 -07:00
ShadowCommander b06e18981a
Merge pull request #1425 from collinlunn/tech
Technology prototype camelCase
2020-07-19 12:22:25 -07:00
R. Neuser 86c318cc74
OverlayManager 2 Electric Boogaloo (#1410) 2020-07-19 17:32:26 +02:00
Acruid c9374992a6 Converted everything to use collision and physics component interfaces. 2020-07-19 00:33:02 -07:00
Acruid ea94f4a182 Moved interaction interfaces from Server to Shared. 2020-07-18 22:51:56 -07:00
py01 e8daca3539 Construction prototype camelCase 2020-07-18 20:51:39 -06:00
py01 07e4318893 Technology prototype camelCase 2020-07-18 20:47:10 -06:00
ike709 e65c64af14
Adds the ChemMaster 4000 (#1398) 2020-07-17 22:41:19 +02:00
Exp 90ca60c56a
Airlock Hacking: AutoClose & Safety (#1395) 2020-07-17 10:51:43 +02:00
DrSmugleaf f313a9267a
0 days without buckle breaking (#1366) 2020-07-17 10:43:10 +02:00
F77F de013ba2ab
Add a "give full access" button to the sandbox menu for convienence. (#1387)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
2020-07-17 10:38:58 +02:00
ike709 203a835264
Emergent Sanitation Gameplay (#1378)
* Emergent Sanitation Gameplay

* Fix the map

* Address review

* Mention if it's slippery in the description
2020-07-11 23:49:54 +02:00
metalgearsloth 51d08e8b05
AI Reachable system (#1342)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-07-11 15:09:37 +02:00
metalgearsloth a77f219515
Minor A* optimisations (#1335)
* Add some extra comments
* Remove the redundant closedTiles variable
* Rename some variables to better match the common naming schemes

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-07-10 20:30:33 +02:00
Víctor Aguilera Puerto 7ae114f92c
Merge pull request #1263 from DrSmugleaf/buckle-locker-fix-1262
Fix buckle in general
2020-07-09 00:15:28 +02:00
Pieter-Jan Briers 023fd60054
Fix throwing in space. 2020-07-08 18:29:13 +02:00
DrSmugleaf e1f9033a69 Merge branch 'master' into buckle-locker-fix-1262 2020-07-08 15:35:20 +02:00
ike709 2d2385032a
Admin chat (#1287)
* Admin chat

* Change it to show username, not character name

* moves the thing

* Removes SenderEntity
2020-07-08 12:18:16 +02:00
Pieter-Jan Briers 4721fd2035
The fix was inside us all along. 2020-07-08 02:59:07 +02:00
DrSmugleaf e7d756811e
Replace CanBeNull annotations with nullable reference types (#1270)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-08 01:41:20 +02:00
Pieter-Jan Briers c25c1e1094
Probably fix moonwalking? 2020-07-08 01:31:07 +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 b850ac2437 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 00:20:07 +02:00
DrSmugleaf c78ce3e27a
Add click dragging for buckle (#1290) 2020-07-07 00:04:30 +02:00
R. Neuser 88f49961d8
OverlayManager refactor and Flash (#1218)
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs

* Add flash icons, sounds

* Progress

* Multiple overlays without enums

* This is probably the worst way to do this IDK

* Remove nullable reference type

* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down

* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out

* Remove unused interface
2020-07-06 23:37:39 +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
ike709 c019d428a7
Antag preferences and antag prototype (#1264)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:24:29 +02:00
ike709 3bab2fd803
Focus OOC hotkey (#1272) 2020-07-06 15:45:58 +02:00
DrSmugleaf 45211a2f0b Fix a buckled entity's sprite being drawn over the chair when looking up 2020-07-04 01:28:06 +02:00
DrSmugleaf 73eb53da46
Fix a player's mob continuing to move after disconnecting (#1265) 2020-07-03 23:32:41 +02:00
DrSmugleaf 0a8a383019
Fix lasso buckle (#1246)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 23:36:06 +02:00
Pieter-Jan Briers bc24a852f9
Fix throwing. 2020-07-02 23:28:37 +02:00
GlassEclipse 610ab8bf50
BodySystem stuff 2: overused boogaloo (#1174)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 20:51:14 +02:00
DrSmugleaf dbd9ee1671
Fix reagent spill errors (#1180)
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-02 20:31:40 +02:00
Exp 8171e40a37
Added bolts to airlocks (#1138)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 15:31:06 +02:00
windarkata 6775ae8153
Cargo Console Limit (#1095)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 14:45:40 +02:00
Acruid f0561d8d95 Changes resulting from merging Client and Server PhysicsComponent. 2020-07-01 12:03:19 -07:00
Acruid 49aa1da3a3 Enum.HasFlag was causing tons of boxing allocations, this adds a custom function that does not allocate. 2020-06-29 22:51:47 -07:00
py01 23cc6b1d4e
Power Rework (#863)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-06-28 17:23:26 +02:00
DrSmugleaf 602dac393e
Add Buckling (#1155)
* Create BuckleableComponent.cs

* Add strap component and keybind to buckle targeted entity

* Remove buckle keybind, turn it into a verb

* Add moving and attaching the buckled entity to the strap

* Fix reality collapsing when clicking on a buckled entity

* Add strap position to buckle a mob in the standing or down position

* Add new default strap position that makes no change to the mob's standing state

* Add Strap component to office chairs and stools

* Add Strap component to the pilot chair

* Add buckled status effect icon

* Add status effect click behaviour

* Add buckling and unbuckling sounds

* Change Buckle verb to only appear when an entity can be currently buckled

* Rotate buckled entity in the direction of the seat

* Disable entity rotation when buckled

* Fix buckle rotation on beds

* Buckling now finds the closest strap to the buckleable entity

* Fix rotation when unbuckling an entity

* Move buckle verb to StrapComponent

* Added buckled entity unbuckle verb, range and interaction checks

* Add checks for currently occupied straps

* Add unbuckling entity if its respective strap component is removed

* Add Clickable, InteractionOutline and Collidable components to bed

* Add rotation property to strap component

* Rename Buckleable to Buckle

* Add Buckle and Strap sizes to buckle multiple entities in the same strap

* Remove out of range popup message from strap verb GetData

* Move BuckledTo setter logic to its methods

* Fix Strap BuckledEntities being public

* Fix not updating status when Buckle component is removed

* Change BuckleComponent.BuckledTo to be of type StrapComponent

* Fix NRE when unbuckling

* Add buckle perspective messages

* Fix not equals comparison in strap verb

* Add added check to Strap TryAdd

* Change buckle.ogg and unbuckle.ogg from stereo to mono

* Remove -2f volume on buckle and unbuckle sounds

* Add summary to Strap TryAdd and Remove methods

* Make buckled entities unable to fall

* Fix default strap position not rotating the buckled entity

* Add downing after unbuckling an entity if it is knocked down

* Prevent an entity from buckling onto itself

Fixes stack overflow error

* Disable recursive buckling

* Add buckling onto straps by clicking them with an empty hand

* Add recursive buckle check to the trybuckle method as well

* Fix being able to click on a different strap to unbuckle from the current one

* Merge TryUnbuckle and ForceUnbuckle with a force argument

* Remove explicit unimplemented status effect clicking cases

* Add documentation to EffectBlockerSystem and ActionBlockerSystem
2020-06-25 15:52:24 +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
Pieter-Jan Briers dab73913a6
Merge branch '20-06-24-movement-prediction' into 20-06-24-foobar 2020-06-24 21:00:55 +02:00
Tyler Young 623e47f19d
use lidgren's new spans (#1164)
update solution
2020-06-24 17:57:59 +02:00
Pieter-Jan Briers cfc9974682
Fix gravity issues. 2020-06-24 17:31:00 +02:00
Metal Gear Sloth a1aec5a579 Merge remote-tracking branch 'upstream/master' into weapon_anims
# Conflicts:
#	Resources/Prototypes/MeleeWeaponAnimations/default.yml
2020-06-24 20:42:16 +10:00
Pieter-Jan Briers 5523f17735
Fix warnings. 2020-06-24 12:06:21 +02:00
Pieter-Jan Briers 5a5a3b8548
Move "players don't collide with mobs" to shared to fix mispredicts on it. 2020-06-24 11:58:13 +02:00
Metal Gear Sloth 8e56f6d985 Address comments
Split out TG arcs into its own thing.
2020-06-24 19:42:16 +10:00
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 78085855db
Fix a late joining client not knowing if the lobby has been paused (#1199)
* Fix client not knowing that the lobby is paused when joining after the pause

Also fixes a client thinking that a lobby is paused when joining a new one after leaving a previously paused one

* Add server announcement to delaying and pausing round start
2020-06-23 21:30:37 +02:00
metalgearsloth ac2c7da31f
Add magazine auto-eject message back in (#1191)
I goofed.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 15:18:41 +02:00
Víctor Aguilera Puerto 2944652a5d Only read fields in Looping Sound Component if serializer is reading. 2020-06-22 04:07:04 +02:00
metalgearsloth b6966a9b7f
Add inhands support for startingGear (#1166)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 22:37:03 +02:00
DrSmugleaf d91a8c4925
Add delaystart and forcepreset commands (#1163)
* Add extendroundstart message to extend lobby start timer

* Rename StartExtend to DelayStart

* Fix delaystart amounts above 59 not working

* Change delaystart seconds type from int to uint

* Change delaystart wrong args amount message

* Add forcegamepreset command

* Rename forcegamepreset to forcepreset and merged start and forcestart preset methods

* Fix index out of bounds exception when forcing suspicion to start

* Change game preset to match regardless of casing

* Add forcepreset unknown preset message

* Add and move in lobby checks

* Remove testing changes

* Change delaystart to pause/resume the timer when no seconds are specified

* Change pause message

* Remove testing code

* Change 0 seconds to not be a valid amount of seconds

* Replace MsgTickerLobbyCountdown Seconds with DateTime instead of uint

* Add one entire dot

* Replace Math.Min + Math.Max with Math.Clamp

Co-authored-by: ComicIronic <comicironic@gmail.com>

Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-06-21 22:05:47 +02:00
Swept 7b98f37f9a
Adds neck UI slot and rearranges inventory UI. (#1130)
* UI Icon

* It worked?

* Reorganized UI

* converted the bedsheet/cloak sprites

* backpacks go over cloaks now

* Added a couple more neck clothing

* Milk Ape
2020-06-21 22:02:18 +02:00
metalgearsloth 95995b6232
Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00
DrSmugleaf 99a5e06b98
Adds eating with utensils (#1136)
* Add Utensil component

For eating. With utensils.
Added to fork, plastic fork, spoon, plastic spoon and plastic knife.
Ignored component on the client.

* Add break chance to utensils

Set to 20% for plastic ones

* Add break sound to utensils

* Add utensil kinds

None, fork, spoon and knife.
For sporks, forknifes and sporknifes, of course.

* Add restricting foods by utensils needed

* Fix utensils breaking when food isn't eaten

* Moved getting held utensils to FoodComponent

* Add breaking a clicking utensil even if its not necessary to eat the food

* Move use utensil code to a separate method

* Add telling a handless entity when they need an utensil to eat

The immersion is off the charts

* Change food trash to only be held when the food was also being held

* Fix Wi-Fi utensils

* Remove unnecessary utensil ItemGroup

* Made TryUseFood public, removed redundant trash position update

* Renamed UtensilKind to UtensilType

* Remove eating food when clicking with it on nothing

* Disable eating food when clicked directly if it requires an untensil to eat
2020-06-19 15:20:59 +02:00
metalgearsloth 5391d3c72a
Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00
Acruid 9b8cedf6c6 Adds documentation to ISharedNotifyManager. 2020-06-17 18:19:31 -07:00
Pieter-Jan Briers c5b1042573
Merge branch 'drop-decimal-use-cannyfastmath' into 20-06-18-merge 2020-06-18 02:34:47 +02:00
Acruid 189ed9309f
Removes the ConstructorComponents and moves the construction blueprint feature into a new ECS system. (#1114) 2020-06-15 12:30:11 -07:00
Tyler Young de274de9e3
use CannyFastMath in various places even where it might not be any different
also update a bunch of packages

clean up redundant YamlDotNet references
2020-06-14 09:36:53 -04:00
Víctor Aguilera Puerto 64dd3b0860 Moves SharedInteractionSystem to Content.Shared namespace 2020-06-13 16:10:26 +02:00
Víctor Aguilera Puerto caca1672bc Fix predicate documentation in a few methods related to InRangeUnobstructed 2020-06-13 15:39:03 +02:00
Pieter-Jan Briers 29365353a5
Remove SharpZipLib and System.ValueTuple dependencies 2020-06-13 03:13:34 +02:00
Víctor Aguilera Puerto cb5acf7cd3
Cooldown for status effects (#1109) 2020-06-12 16:22:36 +02:00
Pieter-Jan Briers 63c3e9577c
Adds SimplePredictReconcileTest 2020-06-12 12:45:29 +02:00
Tyler Young 077e726c33
add complete strings that aren't defined in content files to allow them to be mapped (#1105) 2020-06-12 04:15:10 +02:00
Tyler Young bbbe8d2cb1
Fix throw controller not handling deleted thrown stuff (#1097) 2020-06-09 12:29:06 +02:00
Pieter-Jan Briers 772010d4f0
Merge branch 'revert-virtualized-netids' 2020-06-09 00:40:23 +02:00
Pieter-Jan Briers 4ebba74b1f
Update submodule and fix ARM builds. 2020-06-09 00:17:11 +02:00
Tyler Young c3fd0ef882
Revert "virtualize all net ids to reduce net traffic"
This reverts commit 027c338c5f.

Formatting fix left in.
2020-06-08 16:49:05 -04:00
Acruid 694a5dd332 Adds an integration test for saving and loading a multi grid map.
Fixes a bug in SharedGalacticMarketComponent where the products were not being cleared between calls to ExposeData.
2020-06-08 13:19:40 -07:00
Pieter-Jan Briers 60a875456a
Merge branches '20-06-08-submodule', 'virtualize-netids', 'betterConstruction' and '20-06-08-addcomp-default' 2020-06-08 14:20:05 +02:00
Tyler Young 3754713f7f
fix indentation 2020-06-08 07:12:49 -04:00
Tyler Young 027c338c5f
virtualize all net ids to reduce net traffic 2020-06-08 06:37:59 -04:00
Clyybber 2995981b5e Better item construction 2020-06-07 19:42:00 +02:00
FL-OZ 470f81fca1
fix microwave deleting entities at will (#1073)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-05 18:46:34 +02:00
FL-OZ fa9169e346
pda improvements (#1072)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-05 18:44:25 +02:00
AJCM-git a89e806a50
Making improper nouns lower case. (#1020)
Co-authored-by: Hugo Laloge <hugo.laloge@gmail.com>
2020-06-04 18:45:07 +02:00
Pieter-Jan Briers 0f43e5e6ad
Access refactor
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing.

Added a "deny" list so you can screw over sec.

Cleaned the API up so it all uses sets and such.

PDA now relays access read-only to fix edge cases.
2020-06-03 11:46:59 +02:00
Tyler Young 2eb715a9ca
Fix up midi stuff, support mild black midis (#1056) 2020-06-02 20:42:23 +02:00
20kdc a09131e817
Solar panels occlusion and tracking (#961) 2020-06-02 13:32:18 +02:00
Hugal31 d68d71807d
Draw ghosts at the ghost layer (#1045)
* Draw ghosts at the ghost layer

* Add ghosts draw depth
2020-05-31 19:46:50 +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
ComicIronic fb8c05f27f Add draw depth constants to content 2020-05-30 13:26:13 +01:00
FL-OZ aa26bdfcae
Rework Drink/Food/FoodContainer entirely (#1009)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-29 22:50:23 +02:00
FL-OZ 5b36a0d704
Sweeping changes/improvements to the microwave. (#997)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-28 22:28:35 +02:00
Pieter-Jan Briers 836953370d
Remove unused IoC resolve from SharedCombatModeComponent.cs 2020-05-28 22:08:01 +02:00
Pieter-Jan Briers 94917a63a6
Fix compiler warnings 2020-05-28 17:44:51 +02:00
Tomeno 1fc20a4e14
Uses raytrace to clamp drop distance (#1017)
Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
2020-05-28 13:23:50 +02:00
FL-OZ 4c20a504a5
Add basic PDA/Syndicate Uplink. (#942)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-28 13:22:47 +02:00
Hugal31 ab6bc42a4a
Begin to use text macros (#914) 2020-05-28 00:58:57 +02:00
Pieter-Jan Briers 195c16d800
Wire hacking is now fancy.
1. new UI
2. wires are correctly randomized.
3. wires layouts
are shared across machines in the same round.
2020-05-27 15:24:07 +02:00
Víctor Aguilera Puerto 8a81f54a45 Makes InRangeUnobstructed use MapCoordinates. Fixes #1003
(Also updates Submoduke)
2020-05-26 14:23:25 +02:00
Pieter-Jan Briers 96ccab0e16
Move collision groups over to the new flags system. 2020-05-25 17:14:25 +02:00
Pieter-Jan Briers 29f21dfe58
Throwing improvements (#969) 2020-05-25 14:04:58 +02:00
Pieter-Jan Briers 8794381697
Secure lockers & locker welding. 2020-05-25 13:58:56 +02:00
ComicIronic 08250621e4 Add flag serialization marker to CollisionGroup for engine bitmasks 2020-05-25 00:17:08 +01:00
Swept 67143b1371
Toolboxes Update (#985) 2020-05-24 18:56:19 +02:00
Víctor Aguilera Puerto 1c00bf2855
Merge pull request #865 from Zumorica/2020-04-28-tool-component
Tool refactor, multi tools
2020-05-24 13:42:02 +02:00
Pieter-Jan Briers 31263f8597
Fixes ghosts being affected by gravity.
Fixes #980
2020-05-24 11:40:49 +02:00
Pieter-Jan Briers 36b5326a37
Allow server to send cursor-located popup messages. 2020-05-23 18:45:47 +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
Pieter-Jan Briers 18ce80a43c
Merge physics rewrite 2020-05-23 01:26:43 +02:00
zumorica d2d6c2cecd Merge branch 'master' into 2020-04-28-tool-component
# Conflicts:
#	SpaceStation14.sln.DotSettings
2020-05-22 11:31:18 +02:00
zumorica cb391ec3d8 Merge branch 'master' into 2020-05-18-midi 2020-05-21 19:50:09 +02:00
Víctor Aguilera Puerto b270c69512
Merge pull request #911 from Zumorica/2020-05-13-stuns
Adds StunnableComponent, Stunbaton...
2020-05-21 19:48:19 +02:00
zumorica d3102dbf96 Remove server-side RefreshInHands, refresh them on component state update 2020-05-21 19:44:49 +02:00
zumorica 78aa4fb872 Use Sequencer, improve MIDI a lot 2020-05-21 15:20:37 +02:00
zumorica 731ab22568 Better timing 2020-05-20 17:13:49 +02:00
zumorica 400a71f8a1 More refactors 2020-05-20 15:15:17 +02:00
zumorica fede057bc4 Bunch of refactoring 2020-05-20 15:14:52 +02:00
zumorica ea255b22c4 Attempt at queueing midi messages 2020-05-20 12:27:41 +02:00
Víctor Aguilera Puerto 312e8f17a5
Merge branch 'master' into 2020-04-28-tool-component 2020-05-19 14:19:45 +02:00
zumorica 06d2cc74ed Refactor a bunch of stuff. 2020-05-19 14:17:48 +02:00
zumorica b5cf3cf2da Adds stun status effect 2020-05-14 17:44:09 +02:00
zumorica a22c1cb196 Whoops. 2020-05-14 16:09:44 +02:00
zumorica 4fd4b4f6f3 Add method to AudioHelpers to get a random file from a sound collection 2020-05-14 16:05:36 +02:00
zumorica 2132ff41d4 In-hands are now refreshed when the prefix is changed 2020-05-14 15:44:05 +02:00
GlassEclipse 27d27f2b59
Body System Part 1 POGGERS!!! (#855) 2020-05-13 21:48:49 +02:00
zumorica f968128af7 StandingStateHelper, StunSystem 2020-05-13 19:04:50 +02:00
Pieter-Jan Briers c9ce38a6a7
Merge pull request #892 from FL-OZ/microwave_hot_fix 2020-05-13 02:10:56 +02:00
zumorica b1db8d1e7a Add WelderComponent back 2020-05-11 15:26:07 +02:00
zumorica 6ae5e36a18 Merge branch 'master' into 2020-04-28-tool-component 2020-05-11 12:24:43 +02:00
FL-OZ 28c50261ac Fix a null reference exception (InteractionSystem) that crashed the hell out of the client. 2020-05-10 01:47:26 -05:00
FL-OZ 40ad366636 Various hotfixes and touchups to the microwave.
- Stop a debug assertion from TryGetComponent on a deleted entity.
-  Add a dark overlay for when microwave is busy to UI.
2020-05-06 17:45:45 -05:00
Pieter-Jan Briers fe23fdb620
Merge branch 'master' into kitchen 2020-05-05 11:35:20 +02:00
FLOZ b803bee2c0 Remove unncessary class dictionary and list. Fix meal prototype properties. 2020-05-04 18:35:36 -05:00
Hugal31 fbaafa8366
Add smart equip shortcuts (#873) 2020-05-05 00:39:15 +02:00
FLOZ 69b34e74ce Seperated Reagent item list and Solid item list to allow for vaporizing particular reagents at will. (also fixes a really nasty null reference exception because they shared the same list before D: ) 2020-05-04 15:16:16 -05:00
FLOZ 108bd36b8c And not a single "ToList()" went home to their family that day..... 2020-05-04 14:39:33 -05:00
FLOZ 4034458d26 Pretty up the microwave menu, add click sounds. Remove some unnecessary ToList() calls. Remove unnecessary IoC resolves. 2020-05-04 13:54:54 -04:00
FL-OZ c34081c514 revert sharedlathecomponent to master 2020-05-04 00:25:41 -05:00
FL-OZ 0abd0d8784 revert entrypoint to master 2020-05-04 00:24:19 -05:00
FL-OZ 6930bf220b trying that again 2020-05-04 00:18:46 -05:00
FL-OZ 46ef79af60 Delete microwave.dmi, unneeded. Revert accidently changes to Shared EntryPoint.cs 2020-05-04 00:16:05 -05:00
FL-OZ d7d0bc71f9 Microwave is done. Added an easter egg recipe and made the cheeseburger recipe more sensible. 2020-05-03 23:58:29 -05:00
Pieter-Jan Briers e2677bab51
Wide attacks on space, remove UseOrAttack. 2020-05-03 16:03:52 +02:00
Víctor Aguilera Puerto 5d7514674e
Suspicion on the Space Station gamemode (#849) 2020-05-03 11:25:39 +02:00
Fouin ccbe4bc23f
Add pitch variations (#874) 2020-05-03 11:20:03 +02:00
FL-OZ 4f7deb8452 Next up timer buttons 2020-05-03 03:09:54 -05:00
FL-OZ 0f61c2fadf Microwave UI + solids implemented. 2020-05-03 01:34:00 -05:00
Pieter-Jan Briers cc1cf5e268
Set current culture in shared entrypoint. 2020-05-02 20:01:22 +02:00
Jackson Lewis 1f0c72dd28
Gravity (#841) 2020-05-02 16:02:52 +02:00
FL-OZ dba0949c5b Add (not working) basis for allowing solids (entities) in recipes. 2020-05-02 01:29:20 -05:00
FL-OZ dd19466578 Microwave interface. 2020-05-01 23:34:04 -05:00
FL-OZ 13fba25edc A shit ton of microwave stuff i can't really explain this. 2020-05-01 17:19:04 -05:00
FL-OZ a5fa184765 Reformat 'PoweredIdle' to 'Idle' 2020-05-01 03:38:48 -05:00
FL-OZ b2aca9a686 Add microwave visualizer. Clean up microwave code. 2020-05-01 03:37:21 -05:00
FL-OZ 5d4c0609ec ShadowCommander is MVP. 2020-04-30 23:07:27 -05:00
FL-OZ 93c3e86c9f Unfuck mostly everything. 2020-04-30 18:08:51 -05:00
Pieter-Jan Briers d4ca0a65ee
Screenshot button. 2020-04-30 12:45:21 +02:00
FL-OZ 8e0185f892 Refactor "output" to "result" for recipes/prototypes.
Remove a debug recipe from meal_recipes.yml
Add food.yml for food related reagents: sugar, flour, etc.
2020-04-29 21:04:08 -05:00
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
FL-OZ 24842418c3 Rewrite recipe prototype.
Fix comparer in microwavecomponent.
2020-04-27 00:27:25 -05:00
FL-OZ 7e4d4bb1d4 Reformat the way recipe prototypes work to something sensible.
More work on Microwave component.
2020-04-26 23:14:02 -05:00
FL-OZ f76a087e91 Add meal recipe prototype class and yaml file.
Add bare bones MicrowaveComponent.
2020-04-26 15:44:20 -05:00
Víctor Aguilera Puerto 55c54e415b
Raycast has an overload for predicates, various fixes (#848) 2020-04-25 11:37:59 +02:00
Pieter-Jan Briers b343f61268
Imports wooden flooring from Eris. 2020-04-22 17:49:42 +02:00
metalgearsloth 60ce5b5089
Add puddles / reagent spills (#743) 2020-04-21 20:23:12 +02:00
Sam 1ba222142a
Created SharedInteractionSystem + Partial Fix #782 (#833) 2020-04-21 16:58:31 +02:00
Pieter-Jan Briers c4ba83bdf3
Remove mispredict testing code. 2020-04-18 17:18:08 +02:00
Pieter-Jan Briers 93c8007f5e
Merge branch 'master' into prediction 2020-04-18 14:07:02 +02:00
Pieter-Jan Briers b137d4eaf0
Adds NoExamine SolutionCap. 2020-04-18 01:10:26 +02:00
Pieter-Jan Briers 478fd35502
Merge pull request #802 from FL-OZ/round_end_screen 2020-04-16 22:33:38 +02:00
FL-OZ e5847910c7
Merge branch 'master' into round_end_screen 2020-04-15 14:00:56 -05:00
scuffedjays 1605a50098 Changed duration to use TimeSpan.
Using actual round realtime span to determine round length.
2020-04-14 23:26:37 -05:00
PrPleGoo dffaf6e692 Merge branch 'master' into DecimalReagents 2020-04-14 15:41:50 +02:00
PrPleGoo 409d873403 Fix ratio issues on SlipSolution 2020-04-14 15:41:23 +02:00
Pieter-Jan Briers 0f554996ff
Merge pull request #798 from PrPleGoo/DecimalReagents
Decimal reagents
2020-04-12 23:04:24 +02:00
PrPleGoo 7d72e672fd Merge branch 'master' into DecimalReagents 2020-04-12 14:37:36 +02:00
Pieter-Jan Briers 56d6720026
Move part of stack code to shared.
Meaning that ExposeData is in shared, fixing #809
2020-04-12 01:15:16 +02:00
Pieter-Jan Briers dc9f8d551b
Merge pull request #805 from Zumorica/2020-04-09-comms-console-roundend
Adds working communications console that ends the round
2020-04-10 17:02:49 +02:00
Pieter-Jan Briers aff9f18bc8
Merge pull request #803 from Injazz/bartending
Bartending tricks and some revamping on chemistry components
2020-04-10 11:54:40 +02:00
scuffedjays 3ce50879b7 New struct for basic round end info per player. 2020-04-10 01:37:14 -05:00
PrPleGoo c18f318b80 MidpointRounding 2020-04-09 21:29:34 +02:00
PrPleGoo 4e67f09488 Fixed comments
ReagentUnit now implements IComparable and IEquateable.
ReagentUnit now uses double internally.
Added multiplication without shifting for ints.
InvariantCulture for some string things.
Added units tests for Equals and CompareTo.
Added unit tests to Solution that deals with nasty fractionals.
2020-04-09 20:40:59 +02:00
zumorica 3c795ad283 Use TimeSpan instead of DateTime in RoundEnd and Comms Console. 2020-04-09 20:28:22 +02:00
PrPleGoo 20cb9b92ab Merge branch 'master' into DecimalReagents 2020-04-09 17:24:22 +02:00
zumorica 3ba2e5de80 Speech bubbles! 2020-04-09 03:31:40 +02:00
zumorica c0bdfdf123 Remove CanReturnToBody property from SharedGhostComponent 2020-04-09 03:02:21 +02:00
zumorica 83e9688133 You can now cancel the timer (recall) 2020-04-09 01:43:28 +02:00
zumorica 64eafde0c3 Adds working communications console that ends the round 2020-04-09 00:28:56 +02:00
PrPleGoo a507a06916 fix compile error 2020-04-08 22:40:43 +02:00
PrPleGoo 92e2552440 ree travis 2020-04-08 22:40:29 +02:00
PrPleGoo 282ee61e99 not so needed afterall 2020-04-08 22:39:59 +02:00
PrPleGoo 66c6a9e3a6 ah yes a much need whitespace 2020-04-08 22:39:46 +02:00
PrPleGoo 9194694085 Fix initialization change 2020-04-08 19:43:16 +02:00
PrPleGoo a484b6fd52 Implementation of ISelfSerialize 2020-04-08 19:07:33 +02:00
scuffedjays 02f9c5259c Add foundation for Round End Summary Screen.
Adjust GamePreset class, added title alongside description.
2020-04-08 06:07:54 -05:00
Injazz d400f77129 Chemistry revamp and bartending features
-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
2020-04-08 15:53:15 +05:00
PrPleGoo db83789d05 Merge remote-tracking branch 'upstream/master' into DecimalReagents 2020-04-05 11:37:03 +02:00
PrPleGoo 4e0242d47c Replace decimal with ReagentUnit 2020-04-05 11:36:12 +02:00
zumorica a0d114c672 Ghost sprites and a bunch of fixes 2020-04-05 02:29:04 +02:00
zumorica a07c407f2e Deadchat 2020-03-30 01:15:43 +02:00
zumorica 91f039d2af Merge branch 'master' into 2020-03-03-g-g-g-g-g-g-g-g-ghooooosts 2020-03-28 23:48:00 +01:00
Pieter-Jan Briers f790eeb34d
RaisePredictiveEvent works.
Needs sequence numbers fixed.
2020-03-25 17:53:50 +01:00
Pieter-Jan Briers 705aeceba6
Need to merge this 2020-03-25 11:16:57 +01:00
PrPleGoo 539214b1ad Some more int -> decimal conversions. Changed the use of the Solution constructor. 2020-03-21 16:22:35 +01:00
Decappi a1357a1ff3
#391 Done Lathe animations (#774)
* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
PrPleGoo dc66621804 Replaced static Rounders with an impleneted interface 2020-03-14 14:04:08 +01:00
PrPleGoo f05fdfb5fc Changed all int and some float things in Reagent code to Decimals 2020-03-14 12:55:07 +01:00
py01 aecff31262
Construction recipes can specify if they should be build-able in… (#781)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-03-06 20:15:44 +01:00
Víctor Aguilera Puerto e17ffbd76f
Adds verb categories (#766)
* Adds verb categories

* Update Content.Shared/GameObjects/Verbs/Verb.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Make GetCategory virtual

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-03-06 20:11:24 +01:00
zumorica 055f09d501 Button to return to body 2020-03-03 19:10:25 +01:00
zumorica 6905394e8a Add placeholder ghost UI, ghost component 2020-03-03 19:10:25 +01:00
moneyl 1b7860aeda
Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
Rohesie ffe55648b6
BaseTurfs (#699)
* tweaks

* Baseturfs

* dotnet messages

* indentation

* comment

* Change requests

* Smaller diff

* Diff
2020-02-23 00:30:36 +01:00
micheel665 987a39c25e
Added a button to add entities to storage items (#709) 2020-02-17 00:19:35 +01:00
Pieter-Jan Briers c7a171cf14
Revert "add Robust.Serializer dep to Content.Shared"
This reverts commit a8f84c4b8c.
2020-02-15 02:33:52 +01:00
Tyler Young a8f84c4b8c
add Robust.Serializer dep to Content.Shared 2020-02-15 01:48:48 +01:00
adrian 9544099c99
Paper and pen (#582)
* A very basic paper and pen implementation

* Removes SharedWriteComponent

* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Acruid d16f433f45 Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception.
Fixes state handling code on components to not throw exceptions when called with null components.
2020-02-09 02:28:47 -08:00
ShadowCommander d1c5cf9607
Fix TemperatureComponent (#620)
* Remove TEMPERATURE Net ID

* Remove Temperature NetID
2020-02-08 11:29:06 +01:00
moneyl 6a1d2124df
Revert unnecessary changes made by previous PR to SolutionCompon… (#583)
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.

Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
2020-02-06 16:13:32 +01:00
moneyl 33cf29978a
Sandbox window improvements (#578)
* Several sandbox manager improvements

- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel

* Move relevant keyfunctions from engine to content

Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.
2020-02-02 22:38:51 +01:00
moneyl 972d601664
Add solution pouring / click-transfer (#574)
* Add click-based solution transfer

For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution  capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.

* Improve fix for poured drinks not immediately disappearing

Instead of making `DrinkComponent.Use` public this 
 splits out the code important to both users and made that function public, leaving `Use` private.

* Shorten solution transfer popup

* Make code review changes

- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.

* More code review changes

- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
2020-01-29 02:07:02 +01:00
Pieter-Jan Briers 2ec493e2af
Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00
Acruid 4ab7f1dcb3 Removed the `StateType` property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
DamianX 514d05b237 Added postgres support (#556) 2020-01-24 17:25:01 +01:00
Pieter-Jan Briers f95c5b7921
Adds job icons to the job list. 2020-01-24 16:31:18 +01:00
DamianX 46ce6bf45e Implemented random character creation (#548)
* Implemented random character creation

* Pick from a list and apply a bit of randomness instead

* Rename SetInitialData, unselect list entries properly
2020-01-24 00:56:26 +01:00
Pieter-Jan Briers 9beb7e48d4
Implement female uniform masking. 2020-01-21 18:11:15 +01:00
Pieter-Jan Briers ba88b2b1da
Update NuGet dependencies.
EFCore excluded because I'm still using .NET Core Runtime 3.1.0 instead of 3.1.1
2020-01-20 20:44:36 +01:00
Pieter-Jan Briers 77fcc4a673
Use TG human sprites. 2020-01-20 15:13:03 +01:00
Pieter-Jan Briers 75aa9541e0
Equip clothing to preview dummies in the lobby. 2020-01-20 10:30:06 +01:00
Pieter-Jan Briers 05ff4e0956
Implement human pockets and ID card slot correctly.
Pockets & ID need uniform equipped. Pockets accept any sufficiently small item.
2020-01-20 10:30:06 +01:00
Pieter-Jan Briers 959bf7c477
Clean up EquipmentSlotDefinitions.cs a bit. 2020-01-20 10:30:06 +01:00
Pieter-Jan Briers ac9d236955
Acc 2020-01-19 18:33:30 +01:00
Pieter-Jan Briers fc2d53eb4f
Adds preference unavailable setting to profiles. 2020-01-19 18:33:22 +01:00
Pieter-Jan Briers 77367345b6
Declare overflow job (assistant) with constants. 2020-01-19 18:32:24 +01:00
Pieter-Jan Briers 02fbc5938b
Adds more metadata to job prototypes:
Whether the job is a head.
The access levels the job has.
The total & spawn positions count.
2020-01-19 18:31:14 +01:00
Pieter-Jan Briers ce794c4dac
Move access levels to prototypes.
Also adds captain & ID computer access levels.
Fixes ID computer not saving access changes correctly.
2020-01-19 18:30:09 +01:00
Pieter-Jan Briers f86ad6175e
Basic implementation of jobs in the character profile. 2020-01-19 09:42:26 +01:00
DamianX 802fda3cfd Added option to generate random character name (#519)
* Added option to generate random character name

* awk '!seen[$0]++'
2020-01-18 23:09:14 +01:00
ShadowCommander e0aaab56e3 Implement StorageButton on HandsGUI and click empty hand to swap… (#517)
Also moved duplicate sprite view code to ItemSlotManager
2020-01-18 03:41:47 +01:00
DamianX a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
Pieter-Jan Briers 56f1233967
Hair style improvements:
1. made the magic mirror actually reflect your current hair state when you open it.
2. Made magic mirror one window.
3. Use color sliders for magic mirror.
2020-01-15 14:28:46 +01:00
Pieter-Jan Briers e0a4735fe2
Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
2020-01-12 02:04:13 +01:00
Acruid 51f7f14c08 Right now ShuttleControllers add the collision component to the Grid Entity.
Adds Grids to the collision group.
2020-01-09 18:29:09 -08:00
Pieter-Jan Briers 411c23c46e
Item status! 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers 33782ed7f3
Fix ranged weapon fire rates being stuttery.
Now we just send a fire message to the server every frame. Absolutely terrible!
2020-01-09 00:28:04 +01:00
DamianX f19795edaf Added preferences backend (#465)
* Added preferences backend

* Gender -> Sex

* ClientPreferencesManager properties

* Username validation

* Fixed client init

* WIP db

* Actually working sqlite db

* Dropped shitty sqlite libraries, dropped DbUp, added MigrationManager

* Added profile deletion, test

* Docs, sanity, tests, cleanup

* Cleaned up profile and appearance, fixed running on .net core

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2019-12-22 13:47:34 +01:00
Pieter-Jan Briers 1e696edcff
Use C# 8. 2019-12-17 16:09:10 +01:00
L.E.D fac91af34d new layers (#483) 2019-12-01 15:20:50 +01:00
Víctor Aguilera Puerto fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test.

* Midi stuff

* Some more work

* This actually works now!

* update

* Midi Audio works!

* Lots of stuff, and cool interfaces for items

* Update

* Fix a few things

* It just works

* Move textures to another folder, remove placeholder description from instruments

* Fix warning

* Use renderer enum

* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.

* Fix incorrect sprite paths

* Instruments take midi file size check into account when enabling/disabling midi playback buttons

* Fix crash when pressing drop on empty hand.

* Use new renderer return values for midi/input

* Xylophones are no longer handheld instruments, fix their sprites.

* Use new API

* Remove nfluidsynth from solution

* Timing information

* Use IGameTiming.CurTime for timestamps instead
2019-11-25 00:11:47 +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
DamianX 3a7a3a89ba Added hair, facial hair, magic mirror (#452)
* Added hair, facial hair, magic mirror

* I forgot to commit the textures lmao

* Use shader to fix hair color blending
2019-11-23 21:55:46 +01:00
moneyl b89615342e Fix exception in ReagentPrototype caused by IMetabolizable (#451)
* Fix exception in ReagentPrototype

Due to client trying to access concrete implementations of IMetabolizable that are in Content.Server. This fix checks to see if the prototype is being loaded by the client through reflection. I don't want to move the prototype completely into Content.Server since it's useful for the client to view descriptions and values of reagents without needing to send that data from the server.

* Make fix slightly more explicit

Now it will only load the metabolizable when in Robust.Server, instead of it being anything that's not Robust.Client.

* Add IModuleManager and ModuleManager

Provide simple way to check if shared code is being run by the server or the client

* Change ModuleManager implementations to not require assembly name comparison

Now just has ClientModuleManager registered to client, and ServerModuleManager registered to server.

* Change IModuleManager functions to properties

* Fix failing tests.

This was failing because the tests weren't initializing IoC. Simply using RobustUnitTest wasn't enough because that doesn't initialize content either. I did some cleaning up so now content IoC is registered via ContentUnitTest.
2019-11-23 21:55:31 +01:00
ShadowCommander 1580750606 Implement Cargo Console (#413)
* Implement Cargo Console

Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.

Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.

Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.

Implement basic spawning of items from approved orders in CargoOrderDatabase.

* Finish Cargo Console

Add validation to make sure Order Amount is one or more.

Implement approve and cancel buttons to CargoConsoleMenu orders list row.

Add price to CargoConsoleMenu product list row.

Implement CargoOrderDataManager to consolidate CargoOrder lists.

Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.

Implement canceling orders.
Implement approving orders.

Fix sprite links.

Implement Cargo Request Console.
2019-11-22 01:37:14 +01:00
metalgearsloth 58709d2d26 Add power cell and weapon chargers (#430)
* Add power cell and weapon chargers

Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized

* Address PJB's feedback

Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
2019-11-21 23:48:56 +01:00
moneyl 3ab8036363 De-hardcode chemical metabolism of StomachComponent (#437)
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder

* Replace hardcoded StomachComponent metabolism with IMetabolizable

The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.

* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence

Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.

* Additional comment on function

* Make metabolizer interface implementations explicit

Also removed some unused using statements

* Make StomachComponent._reagentDeltas readonly

* Fix misleading variable names and docs for metabolizables

Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
2019-11-21 23:24:19 +01:00
ZelteHonor 447db2e458 Basis for the job system (#434)
* Add basic yaml Jobs file

* Add Job Prototype

* Rename Jobs to Job

* Remove BaseJob

* Add the Job class child of Role

* Add code for spawning as an assistant. Not actually working, the job prototype can't be found.

* Fix role instead of job left in yaml

* Add starting gear support for job and the starting gear for assistant as an exemple

* Link job with starting gear in yaml

* Better naming and some error handling

* Tweak error handling
2019-11-17 17:18:39 +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
Pieter-Jan Briers 841bb101c5
Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
metalgearsloth de148fc98f Add hunger and thirst (#363)
* Add hunger and thirst

Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst

* Cleanup rebase

* Cleanup stuff that was prototyped

* Address feedback

Still need to add a statuseffects system in a separate branch

* More cleanup on nutrition

Fix Remie's feedback and also damage tick.

* Re-implement nutrition with master

* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution

Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor

Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser

* Fix broken bottle parent
2019-11-11 22:20:03 +01:00
metalgearsloth 12cf5559c2 Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects

All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.

* Change overlay / status effects to use states

* Change TryRemoveStatus to RemoveStatus

Doesn't return a bool so not trying.
Addressing PJB's feedback.
2019-10-30 16:37:22 +01:00
moneyl 6497cdf8ff Add global verbs (#400)
* Add support for global verbs

These are verbs that are visible for all entities, regardless of their components. This works by adding a new class `GlobalVerb` and a new attribute `GlobalVerbAttribute`. It works in the same way as current verbs, except you can put the verbs class definition anywhere instead of inside a component. Also moved VerbUtility into it's own file since it now has functions for both verbs and global verbs.

* Add view variables verb as an example of global verbs

* Implement suggested changes

Implemented some suggested changes from code review:
- Remove unneeded attribute from `GlobalVerb`
- Added some useful attributes to `GlobalVerbAttribute`
- Moved constants used by both `Verb` and `GlobalVerb` into `VerbUtility`

* Reduce duplicate code in VerbSystem (client & server)

Greatly reduced the amount of duplicate code for handling component verbs and global verbs separately.

* Update engine submodule

Need this so client side permissions checks are available.
2019-10-30 16:31:35 +01:00
Pieter-Jan Briers 9a1e4450d8
Make ID console fancier. 2019-10-21 22:54:16 +02:00
Pieter-Jan Briers 6630e454c6
Clean up reagent dispenser and make it slightly better. 2019-10-20 01:30:38 +02:00
Pieter-Jan Briers 19379decd5
Fancy up the lobby GUI. 2019-10-18 14:28:39 +02:00
Pieter-Jan Briers 9a38577a18
Improve autolathe & protolathe visuals.
Used correct Eris autolathe sprite.
Gave them an unlit layer.
2019-10-14 09:57:57 +02:00
Pieter-Jan Briers be9dc90738
Disable unlit layers on unpowered airlocks.
Fixes #389
2019-10-13 16:39:21 +02:00
moneyl 427836fec9 Add basic chemical reactions (#376)
* Add basic chemical reaction system

What it adds:
- Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects.

What it doesn't add:
- Temperature dependent reactions
- Metabolism or other medical/health effects

* Add many common SS13 chemicals and reactions

Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet.

* Add ExplosiveReactionEffect

Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction.

* Move ReactionSystem logic into SolutionComponent

No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true.

* Move explosion logic out of ExplosiveComponent

Allows you to create explosions without needing to add an ExplosiveComponent to an entity first.

* Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it.

This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered.

* Add forgotten checks

`SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them.

* Change SolutionComponent.SolutionChanged to an Action

The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 22:57:16 +02:00
Pieter-Jan Briers 6249a129c0
Fix verbs for children of the component defining the verb.
This fixes clothing not having a pick up verb, for example.
2019-10-10 12:17:17 +02:00
Pieter-Jan Briers 09ca46fbd0
Give VerbAttribute [MeansImplicitUse] 2019-10-10 11:51:38 +02:00
moneyl 963bb28f0f Reagent dispensers (#360)
* Expose more private values of Solution and SolutionComponent

Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent.

* Implement IExamine for SolutionComponent

Allows players to see the contents of a solution by examining the entity which contains it.

* Implement ReagentDispenserComponent

Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. 

The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack.

* Add chemical dispenser and equipment

Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals.

* Add booze and soda dispensers.

Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet.

* Update engine submodule.

* Remove unneeded and commented out code

Had a few WIP notes and debug code bits I forgot to remove beforehand.

* Make SolutionComponent._containedSolution and it's values private again

- Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety.
- Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values.
- Add `SolutionComponent.RemoveAllSolution()`

* Update Content.Shared/Chemistry/Solution.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Add import for IReadOnlyList to Shared/SolutionComponent.cs

* Add documentation

* Improve localization

Improve use of ILocalizationManager.

* Resolve ReagentDispenserWindow._localizationManager before using it

Forgot to do this in the last commit, resulting in a crash. Oops.

* Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent.

Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag.

* Add colors to new reagents

* Update engine submodule
2019-10-05 15:10:05 +02:00
Pieter-Jan Briers a2d8fc1ef9
Sandbox panel 2019-10-02 21:47:32 +02:00
Pieter-Jan Briers 02d509fc5f
Shitty combat mode & animations. (#367)
* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
2019-09-26 22:32:32 +02:00
Acruid dd06c71735 Updates the content components to be compatible with the changes in 55a50ff7ba.
Updates engine submodule.
2019-09-18 11:36:58 -07:00
DamianX 364279e0f7 Added medical scanner (#338)
* Added medical scanner

* RegisterIgnore
2019-09-18 20:24:55 +02:00
DamianX deb2b984eb Fixed TechnologyDatabaseState warning (#334) 2019-09-06 15:25:07 +02:00
DamianX 36078382e4 Airlock hacking (#329)
* Airlock hacking

* Added status text

* Whoops don't need this

* Update Content.Server/GameObjects/Components/Doors/AirlockComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* ComponentReference ServerDoorComponent

* Suggested name
2019-09-06 10:05:02 +02:00
DamianX 6e2799f048 ID card console (#324)
* ID card console

* Container -> ContainerSlot
2019-09-06 08:12:44 +02:00
Víctor Aguilera Puerto ba8b495ec0 Adds Research, unlockable technologies, Protolathes... (#264)
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.

* Protolathes actually work now

* Research. Just Research.

* Adds icons from Eris.

* Address reviews

* Change LatheMenu resize behaviour

* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/Research/ResearchConsoleMenu.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Move IoC Resolve out of for loop

* Address review

* Localize stuff
2019-09-03 22:51:19 +02:00
Acruid 9353a060f2 Physics Shapes (#306)
* Removed BoundingBoxComponent.

* Updated prototypes to use refactored CollidableComponent.

* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.

* Migrated more yaml files to use PhysShapes.

* Updated YAML to use the new list-of-bodies system.

* Updated the new prototypes.

* Update submodule

* Update submodule again, whoops
2019-09-03 22:14:04 +02:00
DamianX f3b460c8b4 IDs and access (#319)
* something about access

* Fixed deny animation
2019-09-01 22:57:22 +02:00
DamianX 264a63b7f6 Wires! (#315)
* Wires!

* Use state instead of messages

* cleanup

* Update submodule

* actually fix conflict

* Maybe fix conflicts?

* Localized strings, removed hardcoded sprite path

* cleanup

* More localization and sounds
2019-09-01 22:15:34 +02:00
Acruid fc046fb8ca Move ClientChangedHandMsg to Content assembly. This Resolves https://github.com/space-wizards/RobustToolbox/issues/703.
Update Submodule.
2019-08-31 17:49:18 -07:00
Pieter-Jan Briers 9ba5f9f2a3
Remove accidental reference to Mono.Cecil. 2019-08-27 22:50:06 +02:00
Pieter-Jan Briers ecb7cd3c66
Update all the NuGet packages & submodule. 2019-08-27 22:39:32 +02:00
Pieter-Jan Briers 77216af44e
Don't copy project dependencies for content projects.
#850
2019-08-22 18:44:35 +02:00
metalgearsloth 9431011ba5 Add more dakka (#307)
* Add more dakka

Some slight codebase changes to facilitate more robust behaviour.

* Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Remix last stereo to mono

hpistol + ltrifle
2019-08-22 11:08:32 +02:00
ShadowCommander 1c81f6097f Merge branch 'master' of https://github.com/space-wizards/space-station-14 2019-08-16 15:46:06 -07:00
DamianX 88920696f3 Vending Machines (#296)
* Vending Machines

* addressed review
2019-08-14 10:49:28 +02:00
Pieter-Jan Briers d4384aef73
Eris computer sprites, visualizer. 2019-08-12 18:43:24 +02:00
Pieter-Jan Briers 589d52158c
Update submodule. 2019-08-11 01:23:16 +02:00
ShadowCommander 7753ae7c3a Added OpenStorage trigger on ActivateItemInWorld
When ActivateItemInWorld is pressed when hovering over a InventoryButton and the InventorySlot contains a storage item, it will open the StorageGUI.
2019-08-07 15:56:22 -07:00
ShadowCommander 7422d9148a Refactored input system 2019-08-04 16:03:51 -07:00
Pieter-Jan Briers 3488ca0173
Try to work around space-wizards/space-station-14#284 2019-08-03 15:07:47 +02:00
Pieter-Jan Briers 8cf5195db6
.NET Core support.
Also dropped x86 because apparently unit tests still work.
2019-08-02 22:45:41 +02:00
ShadowCommander 151d3a3672 Fixed HandsGui and added an icon to access worn inventories (#279)
* Fixed HandsGui children so that HandsGui is clickable

* Added TextureButton for opening Storage items

* Update ClientInventoryComponent.cs

Fixed HandleComponentState so that it only updates the inventory when there are changes.

* Implemented storage button on Inventory

Adds a small button on the bottom right of Storage items when inside the inventory. When the button is pressed it opens the Storage UI.
2019-08-01 01:38:24 +02:00
Pieter-Jan Briers ceb8cc8421
Use automatic component registration. 2019-07-31 15:07:54 +02:00
Acruid 2ea8bbf4eb Reagents & Solutions (#280)
* Added the ReagentPrototype class.

* Added the new Solution class.

* Added new shared SolutionComponent to the ECS system.

* Added some basic element and chemical reagent prototypes.

* Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon.

* Added filters for code coverage.

* Nightly work.

* Added the server SolutionComponent class.

* Added a bucket.
Verbs set up for solution interaction.

* Adds water tank entity to the game.

* Added a full water tank entity.
Solutions are properly serialized.
Solution can be poured between two containers.

* Solution class can now be enumerated.
SolutionComponent now calculates the color of the solution.

* Minor Cleanup.
2019-07-31 14:10:06 +02:00
Pieter-Jan Briers 1fbb5915aa
Better inventory window, inventory buttons on game HUD.
Part of #272
2019-07-23 23:24:47 +02:00
Pieter-Jan Briers f5d319bc3a
Adds explicit inventory window. 2019-07-20 14:07:11 +02:00
Pieter-Jan Briers 18efec6472
Game HUD improvements:
Added sandbox button, needs implementation.
Tutorial bound to F1.
Improved color of buttons.
2019-07-19 14:21:36 +02:00
Pieter-Jan Briers 1a92d08399
Improves examine code
Examining now has larger range. Ghosts have no range limit.
Fixed some messy code and some bad netcode.
2019-07-19 10:45:55 +02:00
metalgearsloth 1f320eccd7 Add basic teleportation and portals (#269)
* Add basic teleportation and portals

* Address PJB's feedback and minor cleanup
2019-07-19 10:09:33 +02:00
Pieter-Jan Briers 4b9c4022b8
Adds character menu, crafting menu and tutorial to the top left. 2019-07-17 21:37:58 +02:00
Pieter-Jan Briers c4523a956d Stupidly shoddy combat mode system.
Doesn't even work for guns, oh well.
2019-06-30 00:01:41 +02:00
Pieter-Jan Briers f97977323a Improve integration testing 2019-06-29 01:58:16 +02:00
Injazz 10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent

* remove garbagee

* assets

* tile mass deletion baby

* grenades

* tweaks

* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Ex_act based on damage, fixes and tweaks

* One finishing touch

Done the most cringe way

* ex_act explosions, tables are destructible now

also adds fuel tanks

* adds ex_act to mobs
2019-06-07 13:15:20 +02:00
Víctor Aguilera Puerto 50bc1bff48 Fix bug where lathe databases didn't get serialized correctly. (#252) 2019-06-02 01:18:54 +02:00
Pieter-Jan Briers 56bccdbc3e Update submodule, update NuGet dependencies. 2019-05-29 14:04:57 +02:00
Pieter-Jan Briers 996b45a04f
Project File Refactor (#241)
* Project file refactor, content edition

* Update submodule
2019-05-28 00:18:29 +02:00
Acruid d52e5ccbfb Verbs can now set themselves as invisible. 2019-05-22 08:53:50 -07:00
Pieter-Jan Briers 9a1f37d476 Update submodule, switch to .NET Framework 4.7.2 2019-05-11 16:10:09 +02:00
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
Pieter-Jan Briers cb7e5d4214 Content-side integration tests.
Currently only tests that the server starts.
2019-05-03 13:34:49 +02:00
Víctor Aguilera Puerto fe0414eda7 Lathes (#207)
* Recipe stuff.

* Lathe GUI and stuff

* god dammit

* Lathe menu works, yay.

* EventArgs henk

* Some work

* SS14 -> Robust

* More SS14 -> Robust

* Lathe materials

* Lathe works, Lathe GUI, Queue GUI, etc

too many changes to name them here

* Remove materials button, add ViewVariables and update lathe on connect

* Add Autolathe RSI

* Adds new recipes, fixes a few bugs.

* Remove unused ScrollContainers

* Use same delegate for spawn.

* Removes client-side LatheComponent in favor of BoundUserInterface

* Remove GetMaterial and TryGetMaterial

* Use auto-properties in a few places.

* Adds LatheDatabase, and a bunch of other changes

* Remove useless log.

* Remove lathetype from prototypes.

* Turns Storage, Lathe and Database into autoproperties

* Remove Hacked property from LatheRecipePrototype

* Remove unneeded dependency injection from components

* Refactors LatheDatabaseComponent to use ComponentState

* Refactors MaterialStorageComponent to use ComponentState

* Oopsie

* Another oopsie

* Last oopsie, I hope

* Fix missing Close call.
2019-04-26 15:51:05 +02:00
PrPleGoo 903961771b Actual lockers (#195)
Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
2019-04-17 23:26:00 +02:00
Silver a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers 52af7d27da
Re-implement chat in content. (#198)
* OOC is a word.

* Re-implement chat in content.
2019-04-13 09:45:09 +02:00
PrPleGoo d86020ceae Merge branch 'master' into ThingDoer 2019-04-11 18:00:56 +02:00
PrPleGoo 5251b30591 Shoving lockers, content side 2019-04-11 17:04:48 +02:00
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
Pieter-Jan Briers f5bb790edb
Footstep sounds. (#182) 2019-04-05 02:04:34 +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 bd5f920151 Content changes for tile ID refactor. 2019-04-03 21:20:26 +02:00
Silver 0869b05ffd Update Projects and References 2019-03-30 00:31:45 -06:00
Víctor Aguilera Puerto d090e98bd4 [Ready] SoundComponent (#164)
Requires https://github.com/space-wizards/space-station-14/pull/768

- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
2019-03-28 14:31:49 +01:00
Pieter-Jan Briers 575b12dcdc Use SharedSpeciesComponent on the client. 2019-03-27 17:12:43 +01:00
Injazz c5e077efc1 mob dead state tweaks (#162)
~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~

- Blocks character movement in crit/death
- rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead

resolves #145
resolves #158
related to #115
2019-03-27 13:29:06 +01:00
Pieter-Jan Briers 38d11d0684 Prevent verbs from same component appearing multiple times. 2019-03-26 13:45:16 +01:00
Pieter-Jan Briers 0882435293
Fancy guns. (#152) 2019-03-23 15:04:14 +01:00
Pieter-Jan Briers e1f6a2bbd5 Spawn point system.
Hey we can place spawn points on the map now instead of hardcoding them!
Spawn points are simply invisible bare bones entities.
2019-03-17 15:52:27 +01:00
Pieter-Jan Briers 84aa369809 Airlocks rewritten to use appearances, use less ugly sprite from Eris. 2019-03-16 20:40:07 +01:00
Pieter-Jan Briers 415b7e96fd
Transform refactor. (#139)
space-wizards/space-station-14#725
2019-01-18 11:40:30 +01:00
Pieter-Jan Briers 7ca90d11b3
Gun stuff (#132)
* Guns can now be fully automatic.

Take that BYOND.

* Improve delay handling

* Bullet spread

* Fix firing guns on pickup
2018-12-13 14:49:57 +01:00
clusterfack 37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00
Pieter-Jan Briers ef3007a603
Parallax (#131) 2018-11-30 21:54:30 +01:00
Pieter-Jan Briers 845d0f9182
We have a lobby! (#127)
It's shoddy as hell but it works for our purposes.
2018-11-25 19:04:49 +01:00
Pieter-Jan Briers f91488fa27
Popup message notifications. (#125)
* Popup message system v1

* Networking for the popup notifications.

Ship it.
2018-11-21 21:11:30 +01:00
Pieter-Jan Briers b0f212bad5
Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Acruid d186f18c20 Thrown Item Physics (#120)
* Thrown object speed is now based on force.
Fixed BoundingBox namespace.

* 100% more throwing.
CollisionGroup enum.

* Update Engine.
2018-10-30 09:13:10 +01:00
Acruid 3dc3031054
World Storage (#112)
* Added generic crate assets.
Added open flag to StorageComponent.

* StorageComponent door toggling works.

* Door now updates based on if someone is subscribed to the Storage.

* Added License to crate.rsi
Fixed Icon of crate.

* Added basic Locker.

* Added Fire Extinguisher.

* Added ability to close the storage UI by the server.
Notify the server that the UI is closed, so that the player is unsubscribed from the storage.
Unsubscribe the player from a storage if the player entity moves out of range.

* Add check to make sure entity is on the same map as the storage.

* Update Engine module.

* Update Engine.
2018-10-25 17:35:34 -07:00
Pieter-Jan Briers c33daddda2 Power cells 2018-09-21 08:21:40 +02:00
Pieter-Jan Briers 74541e23a4
Equipment & inhands. (#110)
* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
2018-09-19 18:54:04 +02:00
Pieter-Jan Briers 7a91fb7512
Project file maintenance, C# 7.2 (#108)
1. Updates all the NuGet packages (except CommandLineParser because they ruined their API)
2. Makes all projects use C# 7.2 explicitly. (not latest)
3. Use some C# 7.2 features like readonly structs and default literals.
2018-09-13 20:09:53 +02:00
Pieter-Jan Briers d414ea55f5
APC GUI. (#107) 2018-08-31 08:52:48 +02:00
Acruid 7b7b5cc59f Math Assembly (#102)
Included new Math assembly in projects.
2018-08-27 10:23:42 +02:00
Acruid ed39649721 Interaction Features (#101)
Various minor interaction features.

There is no concept of gravity in the game yet, so items drift through space or the hallways of a station until they are stopped. Thrown items do not collide with walls because making them collidable makes them collide with EVERYTHING, including the player. We need collision groups in the physics system.

Because of the previous problems the velocity things are throw at is set quite low, it can be tweaked after the other mentioned issues are resolved.
2018-08-22 10:19:47 +02:00
Acruid ce5760d46c
Click Migration (#94)
* Migrated Interaction system to the new Input system.

* Contexts are now set up in content.
2018-08-16 15:57:11 -07:00
Acruid 830159390b
Input Handling (#90)
* Migrates the Examine system to the new Input system.

* Update Engine.
2018-08-08 11:43:49 -07:00
Pieter-Jan Briers 6c5a0786c2 Fix build. 2018-08-02 08:45:23 +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
Víctor Aguilera Puerto f051078c79 Remove all references to OpenTK (#85)
Resolves #80
2018-07-29 23:58:19 +02:00
Pieter-Jan Briers ad5c82fec9
APC & SMES appearances. (#78)
* CEV-Eris SMES sprite as RSI.

Has been modified so that the light overlay states use alpha blending.

* Add tiny glow to SMES display sprite.

* Appearances work v2

* More WiP

* RoundToLevels works correctly on even level counts now.

* SMES -> Smes because MS guidelines.

* CEV-Eris APC sprite.

* APC visuals.

* Reduce SMES scale again to normal levels.

* Update submodule
2018-07-17 11:39:55 +02:00
Pieter-Jan Briers 7629d447aa Update submodule 2018-07-14 13:36:32 +02:00
indeano 2d23c6a45e Some work on directing storage component's client updates (#75)
* adds storage system, primitive client-unsubscribing of storage updates

* strips out currently unneeded system

* channel to actor

* closestorageui todo added

* thorough logging, actor to session, validates session before sending packets

* offloads session status check to an event handler
2018-06-20 15:49:13 -05:00
Pieter-Jan Briers 147aad5064 Some work on the mess that is this power code.
Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
2018-05-27 16:44:50 +02:00
Pieter-Jan Briers f1ec10e3e1
Input Refactor (#72) 2018-05-27 10:13:33 +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
clusterfack c33c227d95 Inventories (#61)
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker

* Remove unnecessary usings and fix one thing

* Submodule update

* Adds a bunch of various clothing prototypes for each current inventory slot
2018-04-25 13:42:35 +02:00
clusterfack ea05c593aa Storage Component (toolboxes, backpacks, etc) (#57)
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1

* Doneso
2018-04-22 13:11:38 +02:00
Pieter-Jan Briers 41bda76980
Minor stuff: (#58)
* Minor stuff:

* Making a file called DISABLE_SUBMODULE_AUTOUPDATE in BuildChecker/ makes it not always run git submodule update.
* Added .mypy_cache to .gitignore.
* Made default platforms x64 (from Any CPU).

* Make git hooks +x.
2018-04-19 20:15:36 +02:00
Pieter-Jan Briers 9989d6db75
Updates submodule (#56)
* Adds audio to the content repo.

* Content repo updates

* I forgot this AGAIN.
2018-04-12 23:56:43 +02:00
Pieter-Jan Briers 6704245a41
The Wait Is Over. (#49)
* Move submodule to Godot

* Update submodule AGAIN.

* Update project files.

* Remove WearableAnimatedSprite from prototypes.

* Remove content repo resource copier.

* Update submodule.

* Fix resource handling.

* Content.Client compiles by commenting out hands GUI.

* Update submodule.

* Fix prototype textures and update submodule.

* Update Submodule.

* Update submodule SOME MORE!

* Random WiP shit I guess

* Make omnisharp not choke on buildchecker.

* Update submodule.

* Highly WiP broken HandsGui code.

* Ok maybe let's not insult omnisharp.

* Fix annoying Omnisharp warning.

* Update submodule.

* Update submodule.

* Hey I forgot to push this but it didn't conflict!

* Fix hands GUI on godot.

* Update submodule.

* Obligatory submodule update.

* Work on exports.

* Work on exports.

* Update submodule.

* Update submodule.

* Fix dumb case mismatch between content and engine

* work pls.

* This maybe.

* Now!

* Update submodule.

* update submodule.

* Some WiP work on exporting aaah.

* OK READY FOR THE BUILDS SERVER.

* Probably should've made those commits in a different order.

* DO THE THING

* update submodule.

* Updates for effects system.

* Update submodule.

* Make file/line numbers show up on Windows Godot.

* Set submodule to master.
2018-04-07 15:31:38 +02:00
Acruid 3dfce70fdc Map Blueprint Save/Loading (#32)
* Change entry point to new system.

* Map saving/loading works.

* Cleans up old code.

* Saving and Loading of blueprints works.

* Saving and Loading of blueprints works.

* Updated the nuget 'YamlDotNet' package to 4.3.0.

* Submodules are trash
2018-02-06 21:34:36 -06:00
Acruid 988b2b2bc5 EntityUid Type (#23)
* Wraps Entity Uids in their own type.

* Update submodule I think.
2018-01-20 23:46:31 +01:00
Pieter-Jan Briers 7f196fc415 Doors! (#12)
* Doors WiP

* Kinda seem to work now?

* Finished

* Oh yeah maybe enable that.

* It works except it doesn't

* Undo formatting changes

* BuildChecker too
2017-10-22 23:48:01 +02:00
Pieter-Jan Briers 6f89d0672d Urist's damage and health thing. (#10)
* Add prototype for temperature testing entity.

* Add Damageable, Destructible, Temperature. Add a prototype based on those.

* Works and cleaned up.

* Nerf
2017-10-07 15:15:29 +02:00
PJB3005 26e9c37be1 Functional GUI! 2017-09-30 16:56:19 +02:00
PJB3005 d345316db8 Make NetID use 1000+ range 2017-09-26 21:58:45 +02:00
PJB3005 4f2d059de4 Simple network replication for hands, untested. 2017-09-26 21:27:48 +02:00
Pieter-Jan Briers 55b9e367b3 x64 build platform. 2017-09-23 00:35:08 +02:00
PJB3005 7fda197391 Remove SFML from shared and server. 2017-08-21 23:51:13 +02:00
PJB3005 e46e4a7993 Fix SFML references. 2017-08-19 11:24:49 +02:00
PJB3005 090fb0f417 Give content YamlDotNet, OpenTK and SFML references. 2017-08-13 14:58:31 +02:00
PJB3005 d417ccf615 Resource copying content -> bin DONE 2017-08-09 10:37:56 +02:00
Pieter-Jan Briers 4454525e6d Add script to zip up release builds. 2017-08-06 23:15:39 +02:00
Pieter-Jan Briers 2313f73678 Standardize to x86 build target on all projects. 2017-08-04 23:09:42 +02:00
PJB3005 02c67c851d Basic content repo outline.
Code's here, no tooling to generate content packs yet, however.
2017-08-04 14:24:01 +02:00