* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
ShadowCommander
2021-03-31 12:41:23 -07:00
committed by GitHub
parent 0d1f6abb3b
commit 7a842f7c22
64 changed files with 496 additions and 249 deletions

View File

@@ -31,10 +31,10 @@ namespace Content.Server.GameObjects.Components.Items.RCD
public override string Name => "RCD";
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int maxAmmo = 5;
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int MaxAmmo = 5;
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
private DoAfterSystem doAfterSystem = default!;
private DoAfterSystem _doAfterSystem = default!;
///Enum to store the different mode states for clarity.
private enum RcdMode
@@ -48,8 +48,8 @@ namespace Content.Server.GameObjects.Components.Items.RCD
public override void Initialize()
{
base.Initialize();
_ammo = maxAmmo;
doAfterSystem = EntitySystem.Get<DoAfterSystem>();
_ammo = MaxAmmo;
_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
}
///<summary>
@@ -113,7 +113,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
};
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
if (result == DoAfterStatus.Cancelled)
{
return true;
@@ -139,7 +139,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Angle.South; // Walls always need to point south.
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
break;
case RcdMode.Airlock:
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));