Commit Graph

73 Commits

Author SHA1 Message Date
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
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
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
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
DamianX
892d0ee162 RegisterIgnore WirePlacer (#351) 2019-09-19 16:52:53 -07:00
DamianX
364279e0f7 Added medical scanner (#338)
* Added medical scanner

* RegisterIgnore
2019-09-18 20:24:55 +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
metalgearsloth
b62fb4a318 Add ammo boxes (#325)
Same as magazines except they can't be loaded into a weapon.
You can transfer ammo to and from magazines / boxes freely where the caliber matches so you don't need to necessarily match the magazine type.
Used popups to reflect transfer amount.
Also fixed the mag sprite showing as 0 capacity on spawn and the 10mm smg flash magazine prototype
2019-09-03 22:35:19 +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
DamianX
f0053f15bf Added pickaxe, asteroid rock and floors (#301) 2019-08-21 22:50:15 +02:00
DamianX
20c387158a RegisterIgnore vending machines (#300) 2019-08-14 18:15:26 +02:00
DamianX
88920696f3 Vending Machines (#296)
* Vending Machines

* addressed review
2019-08-14 10:49:28 +02:00
Pieter-Jan Briers
afd1215b03 Ignore computer component on client. 2019-08-12 18:47:49 +02:00
Pieter-Jan Briers
02da078baf Unified those messy FrameEventArgs. 2019-08-04 01:08:55 +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
0086e60b6a Speech bubbles yo. 2019-07-30 23:13:05 +02:00
Pieter-Jan Briers
d906bcda03 Eris low walls & windows.
Still needs work blocked by better entity parenting, but oh well.
2019-07-26 13:53:18 +02:00
Víctor Aguilera Puerto
5abcb680ab Ignore some server-only components. (#276) 2019-07-20 14:26:50 +02:00
Pieter-Jan Briers
c675886713 Separate inventory & character UI. 2019-07-20 14:07:11 +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
Víctor Aguilera Puerto
d9077bde74 Adds IThrown, ILand interfaces. Adds dice. (#273)
* Dice, IThrown, ILand

* Adds sounds to the dice using a sound collection.

* Seed random instance better.

* Missed a ")", should compile now
2019-07-18 23:33:02 +02:00
Pieter-Jan Briers
806e95b382 Fix connecting to a server with the lobby enabled. 2019-07-15 18:57:17 +02:00
Pieter-Jan Briers
cdcafbada6 Start working on those top left buttons in the UI draft. 2019-07-14 23:02:45 +02:00
Pieter-Jan Briers
f97977323a Improve integration testing 2019-06-29 01:58:16 +02:00
Pieter-Jan Briers
f551bd32d6 Update submodule, client integration test. 2019-06-04 19:08:15 +02:00
Pieter-Jan Briers
e68a5c8402 Move Escape Menu to Content. 2019-05-14 15:19:41 +02:00
Pieter-Jan Briers
deaae06787 Remove Godot support. 2019-05-05 01:54:28 +02:00
Pieter-Jan Briers
f249c19eaf Fix a couple warnings. 2019-04-29 13:12:50 +02:00
Pieter-Jan Briers
77d92675e2 Fix player attachment events. 2019-04-29 12:53:09 +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
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
Víctor Aguilera Puerto
0deaa483dd Ignore server-side components. (#185) 2019-04-06 13:41:09 +02:00
Pieter-Jan Briers
0fe1407214 Move movement to client. 2019-04-04 16:18:43 +02:00
Pieter-Jan Briers
9f3f09871e Wires are now actually hidden by floor tiles. (#181) 2019-04-04 15:09:06 +02:00
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
880d4b7249 Improved icon smoothing to use ECS properly, cables smooth now. 2019-03-28 11:14:03 +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
3516392f06 NanoStyle v1 2019-02-18 09:16:06 +01:00
Pieter-Jan Briers
0e51d98c85 Fix PowerCell component not being ignored 2019-01-17 20:53:14 +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