Commit Graph

24328 Commits

Author SHA1 Message Date
Ephememory 0595088409 Fix crates having zero gravity all to themselves (#443) 2019-11-21 23:46:01 +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
Ephememory 1f177a044d Fix flashlight PointLight radius (#438)
* Add radius to `HandheldLightComponent.cs`

* Revert handheldlightcomponent and simply specify radius to flashlight in yaml.
2019-11-21 15:23:09 +01:00
Pieter-Jan Briers 96b8ded8af
Make melee weapons use raycasts. 2019-11-17 21:46:39 +01:00
ancientpower 32bd23f85e fixes power provider range calculation (#442) 2019-11-17 19:56:54 +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
metalgearsloth 480d3b26c4 Make nutrition less harsh (#439)
* Make nutrition less harsh

Also fix the accumulator because why did I put that in the loop.
Decay rates decreased and made drink thirst levels same as hunger for now.

* Also fix stomach frametime accumulation
2019-11-17 02:26:31 +01:00
Acruid 8b1be6edee Fixes the client crashing when closed. When disconnecting from a server, _playerManager.LocalPlayer is set to null before the entity components are disposed. Previously this would throw a nullref exception in ClientStatusEffectsComponent, now it properly checks for the null value. This resolves #435. 2019-11-16 14:39:52 -08:00
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
ZelteHonor 62b31eee00 Change localize field to be readonly. (#432) 2019-11-12 22:39:18 +01:00
Pieter-Jan Briers 774f5f0db7
I'm bad at coding 2019-11-12 19:37:15 +01:00
Pieter-Jan Briers f8ff829e27
Merge branches '19-11-12-outline-shader-submodule-update' and 'outline-shader-removal' 2019-11-12 18:52:03 +01:00
Pieter-Jan Briers 34083d3e8d
Update submodule 2019-11-12 18:51:03 +01:00
scuffedjays 173329de8f move outline to content 2019-11-12 10:58:41 -06:00
Ephememory ef2b665ff0 R&D Equipment now require power to operate. (#428)
* Fixes: #392

- Make Lathe require power to interact with or produce.
- Make R&D Console require power to interact with.
- Add PowerDevice component to R&D computer.
- Add PowerDevice component to R&D server.

* Update LatheComponent.cs

* Update LatheComponent.cs

* Update ResearchConsoleComponent.cs
2019-11-12 15:35:34 +01:00
Pieter-Jan Briers 841bb101c5
Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
Ephememory 7198a7c78d Add cooldown to MeleeWeaponComponent (#426) 2019-11-11 22:21:29 +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
Pieter-Jan Briers 6de5c01afb
Update submodule 2019-11-11 08:36:56 +01:00
Ephememory 0d30bc2676 Add Eris' keyboard sounds to R&D Console. (#427)
* Add Eris' keyboard sounds to R&D Console.

* woah buddy thats not c# standard

* fix weirdly capitalized keyboard method

* thats silly
2019-11-11 00:46:27 +01:00
rok-povsic e5150d3714 Fix crowbar distance to work on adjacent tiles (#424)
* Fix crowbar distance to work on max 1.5 tiles

* Use existing distance methods

* Use the existing InteractionRange
2019-11-10 21:50:13 +01:00
Ephememory 7032c8a92e Checks if user is in combat mode before allowing firing. (#425) 2019-11-10 10:59:26 +01:00
Pieter-Jan Briers 51359cf77b
Update submodule 2019-11-09 13:21:47 +01:00
metalgearsloth 6529542277 Fix overlay not clearing on respawn (#423)
I'm a derp.
2019-11-09 12:09:58 +01:00
metalgearsloth 63611cef80 Port Discordia shoes (#422)
Where no icon was found used the equipped sprites
Also updated the vending machine prototypes but more items will need adding in the future.
2019-11-09 12:09:42 +01:00
metalgearsloth 0b5759abe6 Port Discordia gloves (#419)
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
2019-11-06 17:23:35 +01:00
DamianX 1e425f3c28 Basic wrenchable component (#418) 2019-11-06 17:22:55 +01:00
DamianX 4720353fa2 Basic rotatable component (#416)
* Basic rotatable component

* Added counter-clockwise verb

* RegisterIgnore
2019-11-06 17:22:26 +01:00
moneyl e8679d9308 Add chemistry sprites. Move existing ones into RSIs (#401)
* Add chemistry sprites and move existing ones into RSIs

There are already a few chemistry sprites that are sitting loose in folders. More of them will be needed soon such as pill and other chem machine sprites. This adds RSIs with chemistry sprites from CEV-Eris and moves existing ones into the relevant RSIs.

* Separate machine screens into their own sprites.

Separates screens and machines into their own sprites.
2019-11-03 15:33:23 +01:00
Pieter-Jan Briers 808f35adc6
Update submodule 2019-10-30 21:49:41 +01:00
Víctor Aguilera Puerto 7d307832a0 Adds /me command. (#414)
* Adds /me command.

* Update Content.Server/Chat/ChatManager.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2019-10-30 21:49:07 +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 e4f3ea7798
You can now walk over dead people. 2019-10-30 16:27:49 +01:00
Pieter-Jan Briers 10ac4418e4
Update submodule 2019-10-25 12:00:55 +02:00
Pieter-Jan Briers 3a0856505d
Correctly clear inventory UI when HumanInventoryInterfaceController detaches.
Fixes #405
2019-10-25 11:49:26 +02:00
Swept 8a6751711a Changed the color of buckshot and bullets (#409) 2019-10-24 22:04:35 +02:00
Pieter-Jan Briers 50755a040b
Gas mask sprite from Eris. 2019-10-22 23:34:15 +02:00
Pieter-Jan Briers 69796bf1bc
Make targeting doll less ugly. 2019-10-22 23:16:12 +02:00
Pieter-Jan Briers 9ac0e02574
Fixed client crashing when destroying certain entities. 2019-10-22 00:07:36 +02:00
DamianX 738fbdd376 Wire colors are now unique (#407) 2019-10-21 23:54:29 +02:00
Pieter-Jan Briers 0e1eb71149
Make research point source turn on/off with power. 2019-10-21 23:46:16 +02:00
Pieter-Jan Briers f5cbbb5c84
Fix build on Framework. 2019-10-21 23:45:49 +02:00
Pieter-Jan Briers 9a1e4450d8
Make ID console fancier. 2019-10-21 22:54:16 +02:00
Pieter-Jan Briers 563dda69d4
Shorten wires menu by default. 2019-10-21 22:52:58 +02:00
Pieter-Jan Briers 44c9feaebf
Fix Leave button in lobby being off to the right. 2019-10-20 22:39:22 +02:00
Pieter-Jan Briers c457a2603a
Document combat mode and change the keybind to Num1.
So I don't CONSTANTLY hit it while alt tabbing.
2019-10-20 22:31:49 +02:00
Pieter-Jan Briers 981c36dbdb
Give reagent dispenser reagents window a vertical minimum size. 2019-10-20 01:40:13 +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 9c60d4936d
Update submodule. 2019-10-20 01:30:06 +02:00