* 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
* Make IInteractUsing async, make tools use DoAfter.
* Disable warning 1998 in Content.Server
* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
* -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
* 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
-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
Added power checks to:
Reagent Dispenser
Medical Scanner
Lathes
Research Console
Vending Machines
Added power device component to:
chem dispenser prototype
medical scanner prototype
Fixes for #706
Previously the chem dispenser eject button placed the container on top of the dispenser. Now it will attempt to place it in your active hand, then your secondary hand. If both hands are full then it'll place it on top of the dispenser like before.
* Fixes the player being able to use the chem dispenser when they're dead
Adds a check to `ReagentDispenserComponent.OnUiReceiveMessage()` that checks if the players `SpeciesComponent` has a damage state that prevents them from interacting with the chem dispenser.
* Switch to use ActionBlockSystem instead of checking SpeciesComponent directly
* 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.
* 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