Commit Graph

140 Commits

Author SHA1 Message Date
DrSmugleaf
a5ade526b7 Enable nullability in Content.Server (#3685) 2021-03-16 15:50:20 +01:00
Alex Evgrashin
4455bab4c5 Reagent container visualizer (#3529)
* Started working on beakers

* Working sprite change

* Fixed large beaker

* Add bluepsace beaker

* Add cryostasis beaker

* Removed old rsi

* Fixed dropper

* No dropper problems

* Working on syrigine

* Better syr visualizer

* Add dropper inhand

* Syringe in-hands

* Add base empty bottle for chemistry

* Deleted old fillings

* Simplified beaker in hand

* Moved chemical bottles to seperate .yml

* Fixed chem master

* Serv3 when

* Fixed grammar

* Removed delays

Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-11 10:24:17 +01:00
metalgearsloth
4d064abcd7 Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

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

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

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

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

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

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

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

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

* adds deepclone to ResistanceSet

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

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

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

* Serialization and body system fix

* pushinheritance fix

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

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

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

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

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

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

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

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

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

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

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

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

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

* Mapfile and nullability fixes.

* Upgrades map.

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

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

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

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

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
Visne
9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

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

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00
Pieter-Jan Briers
5a7658a13b Update submodule, fix a bunch of warnings. 2021-02-23 22:26:59 +01:00
Swept
e05698c027 Tags everything that should be tagged (#3372)
* GlassBeaker and FirelockElectronics

* Moves BaseItem

* The rest

* Indentations

* Functional

* for sloth

* Applied zum reviews

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-23 18:48:57 +11:00
Pieter-Jan Briers
63947a6d35 Fixes all the rotation bugs. (#3365) 2021-02-22 00:46:27 +01:00
metalgearsloth
fb5c9d689e Sort reagent dispenser entries (#3272)
* Sort reagent dispenser entries

Saves manually doing it.

* zumzum's suggestion

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-18 20:58:43 +11:00
DrSmugleaf
1477cd4d0a Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>
2021-02-18 00:09:07 -08:00
Clyybber
db290fd91e Fix potential reaction crash (#3251) 2021-02-16 21:56:50 +11:00
Clyybber
c7876d624b Fix foam crash (#3250) 2021-02-16 21:43:45 +11:00
Vera Aguilera Puerto
4678e44edc Fix warnings 2021-02-12 10:53:02 +01:00
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

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

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
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
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
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
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
Pieter-Jan Briers
148c8daeb6 Adds 15/20/30 buttons to chem dispenser. 2021-01-23 20:27:45 +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
Pieter-Jan Briers
fd7fcbadda Transfter 2021-01-22 23:04:20 +01:00
Paul
719d5b7e2b removes unused usingstatements 2021-01-17 21:43:17 +01:00
Paul
883131e315 i feel great pain inside 2021-01-17 18:58:22 +01:00
Vera Aguilera Puerto
5ec8e81ddb Fixes syringe/injector item status volume not being updated correctly.
Fixes #2843
2021-01-10 16:21:09 +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
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
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
mirrorcult
7977992e5a Add kitchen knife & sliceable foods (#2891)
* sliceable food, kitchen knives

* sprite fixes, sounds

* add to vendor

* address reviews

* address reviews

* stereo -> mono

* fix wrong amount of nutriment being removed

* oops im dumb

* meta.json

* fix merge

* probably fix test

* remove all instances of [ComponentReference(typeof(IAfterInteract))]

Co-authored-by: cyclowns <cyclowns@protonmail.ch>
2021-01-07 12:48:08 +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
py01
32f04fd7ca Replaces PowerReceiver's C# event with a ComponentMessage (#2888)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-03 16:13:01 +01:00
Swept
cd9e5a590b Fixes remaining renamed chems (#2889) 2021-01-02 18:05:32 +11:00
Vera Aguilera Puerto
cf90c77034 Fix transformable containers.
Fixes #2775
2020-12-21 12:49:38 +01:00
DrSmugleaf
fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
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
DrSmugleaf
1b1d050ee7 Update components to use EnsureWarn (#2676)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-04 13:26:54 +01:00
Vera Aguilera Puerto
b0d1d31ccc Makes protolathe use machine parts 2020-12-04 12:05:15 +01:00
DrSmugleaf
fa115dbd23 Fix stomach not having a solution container (#2677) 2020-12-03 11:28:35 +11:00
Paul Ritter
d80ec927bb Removes some unused fields (#2603)
* removes some unused fields

* thats an oopsie

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:10:08 +11:00
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
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
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
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
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