Commit Graph

67 Commits

Author SHA1 Message Date
Paul Ritter
501156f84c makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit

* nullable errors

* temp commit, starting work on construction

* working recipies & graphs

* fixes crash

* makes items gravitate towards the center when on a conveyor

* makes conveyors take bool signal too

* ignores components clientside

* default arm
entitymanager
maxtransmitters
unsubscribe methods

* twowayLEVER

* _

* componentreference
struct

* yaml run
leverDefinitelyNotCopiedFromGirderNoNoNo dies today :(

* nullable

* no divide by 0

* making sloth happy

* space gone - happy?

* final fix

* yes

* adds item to lathe

* conveyor item -> conveyor assembly

* technology

* reviews ADRESSED

* Update Content.Shared/GameObjects/Verbs/VerbUtility.cs

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-19 00:53:46 +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* Remove outdated component ignores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
Paul Ritter
95590833ce ignores some components (#2461)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2020-10-30 18:08:39 +01:00
Julian Giebel
45b610f933 Disposal mailing (#2194)
* Implement device networking

* Implement device configuration menu

* Fix device network

* Implement disposal mailing unit

* Implement base network connection
Implement wired and wireless network connection
Implement device network metadata

* Fix dereference null error

* Fix wired network null checks

* Change BaseNetworks enum to NetworkUtils class
Add PingResponse function to NetworkUtils
Change device network file structure

* Add doc comments

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Add tag validation to disposal mailing unit

* Add tag validation to the mailing unit component

* Address reviews
Change WiredNetwork can connect check
Change device networking string literals to constants

* Address reviews
Revert changes to PowerProvider and PowerReceiver
Add new NodeGroup
WELP

* Fix recursive access to Owner property

* Integrate suggested changes

* Fix TryGetWireNet acting on NullPowerProvider
Fix network connections not checking if their owner has been deleted

* Close device network connection when the owning entity got deleted
Fix mailing unit not closing the device network connection on remove

* Remove GetWireNet from NullPowerProvider

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-30 01:16:26 +01:00
Peter Wedder
fca556a1c1 Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)
* Refactor battery/powercell assets and add new ones.

* committing before I fuck things up

* slot component doned I think

* dictionary update

* Fixes

* Moving flashlight to powerslotcomponent

* har har i am using the message tubes

* Better documentation comment

* Reverting this overengineered garbage.

* Off with ye I said

* Examine texts.

* Some minor fixes to IDE complaints

* slot size from yaml

* Ignored component + removing a useless typo entry

* Making stunbatons use this

* Handle the message and remove some unnecessary dirtiness

* actionblocker checks

* remove unused file

* remove updatevisual

* make these nullable

* make these nullable too

* Unrename sprite folder

* check itemcomponent on insertion

* Use SendMessage over Owner.SendMessage

* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.

* get rid of public fields which are Bad

* add a description for the stun baton while i'm in here

* one more public field

* Add the blinky animation to the atomic cell

* Fix the charge indicator being STUPID

* better comments

* this is a better function

* add pause for flashlight, remove unnecessary imports from battery

* potato battery copyright link

* WHO DID THAT

* mr clean has come

* Random pitch

* pausing

* round to nearest levels
2020-10-29 19:17:03 +01:00
Remie Richards
cc6acae145 Mortician's Menagerie (#2391)
* Body bags!

* Morgue Trays and the Crematorium!
Reorganised body bags to be under Morgue, not Medical

* Fix. Things outside of EntityStorageComponents now use the Try*Storage() not just *Storage() methods - Allows mobs to be trapped in a morgue/crematorium whose tray can't open.

* Fix tests. Modernise component dependency and nullability.

* Update Content.Server/GameObjects/Components/Morgue/MorgueTrayComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-10-28 23:51:43 +01:00
Paul Ritter
6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00
Víctor Aguilera Puerto
870d052354 Gas tanks and masks (#2409)
Co-authored-by: a.rudenko <creadth@gmail.com>
Co-authored-by: creadth <creadth@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-27 20:53:44 +01:00
Swept
077b5d1a4e Adds botany stuff to IgnoredComponents.cs and fixes Science locker ID. (#2400) 2020-10-27 00:08:29 +01:00
Exp
32ff4b8521 Ignore Brain (#2367) 2020-10-23 15:56:13 +02:00
DrSmugleaf
b1fe4bad01 Add client pulling prediction (#2041)
* WIP changes

* Merge conflict fixes

* Bring pull controlelr to current year

* Sync and predict PullController on the client

* Clean imports

* Slow down pullers and make pulling tighter

* Stop pulls on pullable or puller component removals

* Make pulling not occur when moving towards the pulled entity
2020-10-16 20:35:09 +02:00
DrSmugleaf
cdedaeb12e Refactor drag and drop to use a shared interface (#2012)
* WIP in progress hours

* Cleanup

* Fix bugle

* Fix nullable error

* Merge fixes

* Merge fixes

* Merge fixes
2020-10-14 15:24:07 +02:00
Exp
47ba7fc690 Crayons (#2132)
* -Added Crayons + CrayonBox
-Can set any crayon state and color
-Added CrayonDecals

* Allows to cycle through decals (not the final thing)

* ItemStatus

* -UI (WIP)
-Selection thing works
-Changed some shitty state names

* -Icons
-Changed decal name

* Pure Texture Grid

* Charges

* -Reach check
-Toggle interface on use

* Can't draw on windows anymore

* UI now shows selected decal and color

* -UseSound
-Nullable

* Remove unused imports

* -Rotation
-Made decal abstract

* Remove some duplicate images

* Space Cleaner cleans

* Loc Title

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Review adressed

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-10-13 13:40:05 +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
py01
5aa866548b Gas Canisters and Ports (#2151)
* CanisterComponent start

* GasCanisterPort

* canister

* GasCanister yaml

* More Gas Canisters

* Canister & port fixes

* Placeholder canister and port sprites

* GasMixture serialization

* Component ignores

* Fix duplicate component ignore

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-10 13:37:52 +02:00
DrSmugleaf
fe39b5fb71 Make portals use ICollideBehavior and set collidable.Hard to false (#2186) 2020-10-10 13:32:42 +02:00
Víctor Aguilera Puerto
745401a41e Data-oriented Construction System (#2152)
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
2020-10-08 17:41:23 +02:00
DrSmugleaf
a984076574 Headsets (#2023)
* add headset component

* add basic headset logic

* fix formatting in listening component, add dependency to headset

* test function for headset

* implement headset as listener

* ANNIHILATES ListeningComponent, refactor of radio/listener sys

* basic headset functionality

* rename RadioComponent to HandheldRadioComponent

* change channel to list of channels

* basic headset implementation complete

* message now always excludes ';'

* add radio color; state channel freq. and source name

* undocumented game breaking bug commit (DO NOT RESEARCH)
actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common

* Add more sprites

* Reorganizes

* Added job headsets

* Adds headset as an ignored component

* Jobs now spawn with headsets

* remove system.tracing

* Catchup commits

* Add headset property serialization

* Turn GetChannels into a property

* ListenRange property and serializatioon

* Adjust interfaces

* Address reviews

* Cleanup

* Address reviews

* Update rsi

* Fix licenses and copyright

* Fix missing textures

* Merge fixes

* Move headset textures from objects/devices to clothing/ears

* Fix rsi state names and add equipped states

* Fix headsets not working

* Add missing brackets to channel number in chat

* heck

* Fix broken rsi

* Fix radio id and names

* Put quotes around headset messages

* Fix method names

* Fix handheld radios

* Fix capitalization when using radio channels and trim

* Remove unnecessary dependency

* Indent that

* Separate this part

* Goodbye icons

* Implement IActivate in HandheldRadioComponent

* Add examine tooltip to radios and headsets

* Rename IListen methods

Co-authored-by: Bright <nsmoak10@yahoo.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
2020-10-07 05:02:12 -07:00
DrSmugleaf
8a33e0a9bd Fix build? (#2147) 2020-09-28 23:25:12 +02:00
Swept
ef25d27f5c Initial (#2137) 2020-09-28 20:03:05 +02:00
Paul Ritter
84ce845ea3 Nanotrasen Block Game is here (#2131)
* tetris!

* softdropping & left,right key holding

* started work on the ui

* playable state

* there you go exp

* multiuser rework

* ui update refactor

* blockgame™️

* highscores, keybindings, ui refactor

* speed adjusts
leveling

* highscorebackground tweak
speed tweak

* NULLABLE

* yes
2020-09-26 15:25:22 +02:00
Paul Ritter
2a1b90a0eb Arcade fun - Ports over /vg/s SpaceVillain arcade game (#2125)
* arcade fun

* stuff

* removed unused using statements
added sound feedback
win check fix
reworked ui a bit

* description rework

* windowopen bug fixed

* adds rewards, cool!

* for unusualcrow

* fixes

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-09-23 14:30:31 +02:00
Víctor Aguilera Puerto
eb9b83cc29 Add flammable, creampie and creampied components to IgnoredComponents 2020-09-23 14:25:27 +02:00
py01
edebe9036c PressureSiphonComponent (#2118)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-09-22 12:05:06 +02:00
Paul Ritter
37d6ca556f Storagefill component refactor (#2093)
* refactored storagefill component to allow for random items, amount, and conditional exclusion

* i fudged it

* yaml for the already deleted filler components

* ignoredcomponents & janifill

* remainder of toolboxes done

* emergencyclosetfill

* really makes you think

* it DOES really make you think

* orGroup

* exp111 suggestions

* last touches

* isNullOrEmpty
2020-09-21 12:47:52 +02:00
Exp
8095f70bbf Solution Examine Code Cleanup + PressureVent Ignore (#2112) 2020-09-19 23:36:48 +02:00
Víctor Aguilera Puerto
c27ab9bf6a Merge branch 'master' into 2020-08-19-firelocks 2020-09-12 15:52:20 +02:00
DrSmugleaf
1d4700493b Ignore client unknown components (#2069) 2020-09-12 15:47:37 +02:00
Víctor Aguilera Puerto
afc784b2a2 ignored components 2020-09-11 13:34:01 +02:00
creadth
7baa0a4391 Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem

* Merged EntityCoordinates and changed components to reflect the change

* Fix typo

* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check
2020-09-09 17:03:27 +02:00
SoulSloth
e40e3fa267 Cloning (#1932)
* Add art assets for cloning

* Added a 'Scan DNA' button to the medical scanner

* Made the UI update unconditional for the medical scanner until checks for power changes are in place

* Update Medical scanner to reflect powered status and fix #1774

* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state

* Add disabling logic to 'Scan DNA' button on medical scanner

* Removed un-used libraries

* changed scan dna button to Scan and Save DNA

* Added cloning machine code infrastructure copied from Medical Scanner

* Added a list to cloning menu containing some numbers

* Cloning Machine UI sends a message to the cloning component with the entityUID

* New scans now show up in cloning pod menu

* fixed cloning machine collision shape

* cloning machine can now spawn the right player profile assuming the attatched entity is still correct.

* refactored cloning system to use a map of integer ids to player Minds

* Added a return to body cloning loop for the ghost

* Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle

* removed #nullable from cloningMachineWindow"

* Trying to get rid of nullable error

* fix CloningMachine to not initilize with it's owner components

* updated CloningMachine server component to play nice with the new nullable rules

* replace flag with eventBus message for sending a ghosts mind to a clone body

* Refactor cloning so that a popup option is used to get user consent for cloning

* Refactoring

* Reverting unused changes for cloning component

* Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected

* added missing robust toolbox contents

* Added cloning NoMind State and made cloning take time

* Added cloning progress bar and mind status indicator to cloning pod

* Added missing localization calls, removeed 'returned to cloned body' from ghostUI

* Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove

* Added eject button to cloningMachine and clamped the cloning progress bar to 100%

* Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done

* Add click-dragOn functionality to the medical scanner for things with a bodyManager

* Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob

* refactored clonning scan check on medical scanner so it doesn't do a linq query

* merge with rogue toolbox

* Change the name of Cloning Machine to the less generic Cloning Pod

* Changed Cloning Pod so it pauses cloning while the power is out

* Removed the evil LocalizationManager from the cloning menus and used the static Loc instead

* removed localization dependency from bound accpetCloning user interface

* Removed Ilocalization dependency I accidentally added to ghost ui

* Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs

Co-authored-by: Exp <theexp111@gmail.com>

* Changed null check to tryget in case for cloning UiButton.Clone

* Parameterized Cloning time on serverside component

* tried to reset Robust toolbox module to current master

* Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces.

* Reset submodule

* corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state

* Fix typo

* Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function

* unsubscribe from OnUiReceiveMessage in CloningPodComponent

* unssubscribe from ghostreturn message in cloningpodComponent onRemove

Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-02 12:07:54 +02:00
Swept
9fdcb2b084 Adds Fireextinguisher stuff to IgnoredComponents.cs (#2005) 2020-09-02 11:53:55 +02:00
py01
9d5278ab0d Volume and pressure pump (#1955)
* PressurePump and VolumePump

* VolumePump fix

* PressurePump fix

* volume pump simplification

* Fixes GridAtmosphereComponent not updating pumps

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-31 02:13:23 +02:00
Swept
b4fc79bcc8 Adds components from #1784 to IgnoredComponents.cs (#1961) 2020-08-30 11:09:32 +02:00
DrSmugleaf
1ecf8aad1a Add prediction for standing states and mob states (#1937) 2020-08-29 13:20:37 +02:00
ancientpower
566ed6b770 Adds the antimatter engine (#1905)
* adds antimatter engine

* fixes some nullables

* fixes ALL OF THE NULLABLES

* adds explosions

* adds fancy lighting

* requested changes + license info

Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-29 13:05:44 +02:00
py01
7b12d4e08c PipeNet (#1626)
* PipeNode

* Pipe prototypes

* Fixes Default NodeGroup not being registered by NodeGroupFactory

* GasNet

* PumpComponent

* IPipeNet

* PipeComponent

* misc naming, yaml

* PipeComponent rework

* PipeNet gas transfer from pipes

* PipeNet correctly combines gas on combining with other group

* Client ignores piping components

* AfterRemake

* PipeNet remake simplification

* IGasMixtureHolder on PipeComponent, IPipeNet

* PipeContainerComponent

* BasePump

* DebugPump

* IgnoredComponent fix

* Pipe LocalAir and Air

* comments

* Pump fix

* PipeNet fix

* name simplification

* PipeDirection name changes

* BaseVentComponent and DebugVentComponent

* Moves Pipe to own file

* DebugVentComponent moved to own file

* BaseScrubberComponent

* DebugScrubberComponent

* IgnoredComponents update

* scrubber prototype

* vent prototype fix

* comments

* Removes vent and scrubber PipeDirection check

* PipeContainer, Pipe, and PipeNode refactor

* Yaml cleanup

* pump prototype fix

* Removes AssumeAir usage from old IGasMixtureHolders

* Simplfies Vent & Scrubber to use AtmosHelper methods

* Vents and scrubbers invalidate the coordinate they changed the gas of

* UpdatedPipingComponent

* ScrubberComponent renamed to SiphonComponent

* Removes PumpSystem

* Removes framTime from UpdatedPiping

* PipeNetDevices

* PipeNetDevice updated by GridAtmosphereComponent

* PipeNets react from update in GridAtmosphereComponent

* GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue

* diff fix

* Removes debug gas starting in pipes

* type safety in IPipeNet when combining groups

* null checks

* GridAtmos stores PipeNets and PipeNetDevices in List

* comments

* rogue curly bracket

* ProcessPipeNets update fix

* RemovePipeNet fix

* PipeNet update() unique index

* fix diff

* Integration test fixes

* Error Logging

* error fix

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 17:45:27 +02:00
Exp
fc6ec5a7b9 Add ItemStatus to energy weapons (#1921)
* -ItemStatus for BatteryGuns
-EjectCell Verb
-Using the gun throws the battery also on the ground

* Copy the flashlight and call it a day

* Name a red fruit

* Remove SoundGunshot
2020-08-27 16:31:29 +02:00
Exp
56ebde7f45 Add IItemStatus to some weapon types (#1879)
* Bolt Action

* Shotguns

* Revolver + Outline

* In Magazines: show bullets as numbers plus the usual bullet stuff

* Empty bullets have another texture
2020-08-24 13:13:26 +02:00
metalgearsloth
969eeb5528 Add AI factions (#1807)
* Add NPC faction tags

Some stuff isn't easy to represent by the existence of components so tags are intended to provide that functionality for AI usage.

I was 50/50 on having all tags in the 1 component or splitting it into 2. I'm leaning towards 2. This would be for stuff like say "CanMimic" so the mimic knows it's allowed to look like a specific prototype, or something like "smg" on a gun so it can say smg-specific barks for instance (as currently smgs and pistols look the same from a component perspective).

This also means combat behaviors aren't hardcoded per faction, plus it makes it easy to update faction relations during events.

* Factions command

Update faction relationships via commands.

* Remove command TODO

* Woops

Forgot to commit these items

* Serializer writing and parsing

* linq me up fam

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-24 12:33:03 +02:00
Víctor Aguilera Puerto
34e7ae6c7a Add pressure protection to hardsuits, cleanup hardsuit prototypes 2020-08-23 14:50:27 +02:00
Julian Giebel
1292adb001 Disposal routing (#1710)
* Implement disposal tagger
Implement disposal  router
Combine sprites to make conpipe-tagger sprite

* Implement change requests

* Remove nullable

* Update DisposalHolderComponent.cs

* Update DisposalHolderComponent.cs

* Update Content.Server/GameObjects/Components/Disposal/DisposalRouterComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-19 15:50:06 +02:00
SoulSloth
7664b30951 Add a fire extinguisher (#1685)
* added a lantern

* Add A Lantern with radiating light

* Added a GasVapor system and made a base for extinguisher spray.

* switched to using solution component for fire extinguisher

* made it so fire extinguisher's can run out of water vapor

* Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles.

* Made it so gasVapor reacts and dissapates on reacting

* GasVapor now dissapates exponentially while traveling

* Added in-hands for fire extinguisher

* Added Spraysound to gasSprayer and to fire extinguisher prototype

* parameterized GasSprayer and GasVapor

* removed un-used imports in gasSprayer and gasVapor components and systems

* removed accidential threading import into gasmixturecomponent

* add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow

* paremeterized fuelCost and fuel name in GasSprayerComponent

* Paremeterized gasAmount, removed un-used code from gasVaporComponent

* Removed BaseItem Parent from Extinguisher_spray

* added GasVapor and GasSprayer to Ingored Components list

* reduced offset of spawned extinguisher vapor from player

* Update IgnoredComponents.cs

* renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow

* renamed shareExtinguisherComponent to SharedGasSprayerComponent

* Update Content.Server/Atmos/GasSprayerComponent.cs

Added check for solution component on GasSprayer.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/Atmos/GasSprayerComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-18 17:45:49 +02:00
DrSmugleaf
8ea9e4cd90 Fix unknown component errors and duplicate damageable references (#1778) 2020-08-18 16:41:35 +02:00
DrSmugleaf
b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00
ike709
83a7dfebef Improves the RCD (#1609)
* Improves the RCD

* oops

* Unnecessary

* Merge 2 checks

* RCD whitelist and reorganization

* Makes the RCD great again

* Ignored components

* loicense

* Fix missing using
2020-08-13 19:39:23 +02:00
Víctor Aguilera Puerto
a9a6438d74 Ignore Barotrauma component on the client. 2020-08-08 15:35:20 +02:00
Exp
b4f08811eb Adds Spray Bottles (#1522)
* Spray Bottle

* -"Proper" wall detection
-Removed some using
-Fixed sound

* Just don't add it

* -Removed spill sound
-Added sound parameter to SpillHelper.SpillAt

* Now spawns Vapor instead of Puddles instantly

* -Review
-Nullable

* Reworkkkk

* AABB shittery

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-08 14:33:36 +02:00
Víctor Aguilera Puerto
079937a9fe Wall slams - Damage on high velocity impact. (#1600)
* Wallslammed!

* Removes debug logging

* Buff damage to 5 by default
2020-08-07 16:22:32 +02:00
Víctor Aguilera Puerto
85df48a700 Adds atmos (#1389)
* Add initial atmospherics framework

* Make walls and airlocks airtight

* Add the basic atmosphere gas system

* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils

* Optimize vending machine code a bit.

* Address feedback from Atmos PR, make code compile

Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.

* Improvements to the existing ZAS prototype (#996)

* Rename Volume -> Quantity in GasProperty

This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.

* Replace Gas enum with GasPrototype

Unused as of yet, but laying the groundwork for future changes.

* Update AtmosphereMap, improving maths

Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.

Fixed a maths mistake in the original code involving unit conversions.

Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.

* Fix merging, splitting logic for zones

Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.

* Improvements to atmos code, reorganising of types

Moved GasPrototype to shared, because it's going to be used by the
client later.

Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.

Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.

* Switch zones back to MapIndices

Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.

* Add zone debugging overlay

This is the first example of zone information being sent to a client.

It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.

* Fix position of atmos zone debug text

* Make AirtightComponent only activate on MapInit

This should stop it splitting atmospheres in mapping.

* Doc comments improvements to AtmosphereMap

Fix some malformed comments, inherit some useful docs, document some
more functions.

* Add zone logic for changing tiles to/from space

Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.

* update engine

* right

* Cleanup code

* Port GasMixture, further cleanup

* Fix windows not being airtight, some other stuff

* Work on atmos

* Difference between ZoneBlocked and AirBlocked

* Big GridAtmosphereManager cleanup, zones are broken now oops

* Remove zones, add excited group implementation

* Further cleanup

* Further work on atmos

* Work on gas overlay.

* PumpGasTo and ReleaseGasTo methods for GasMixture.

* Adds Tile Overlay System.

* More work on atmos

* Gasses spread, equalize and all that

* Fix a few crashes

* Gas can actually spread from room to room after opening airlocks

* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.

* More work

* Remove atmoschem, add "performant" gas overlays

* what the fuck git

* More work I guess?

* Fix stuff, create a few (empty) components for future work

* Fix temperature

* Fix tile air sharing

* Atmos optimizations

* Further atmos optimizations

* Even more optimizations!

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Address a few reviews

* Oops, forgot to remove this

* Update Content.Server/Atmos/AtmosphereMap.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Fix compile

* Improved client gas tile overlays

* Less allocations

* Even less allocations!

* some stuff dunno

* Big refactor time, oh yeah

* it truly is 1 AM

* bruh

* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌

* Basic atmos serialization

* Fix bugs, add VV attributes

* Start adding stuff for gas reactions

* Add a few atmos commands

* Fill gas command

* Changes to gas opacity

* Fixes I guess

* Fixes, add space wind sound

* High pressure movement!

* Better high pressure movements.

* Fix direction, maybe?

* And now it works great

* Science!

* and this is why you don't trust people

* remove logging

* Turns out I'm fucking dumb

* Work on hotspots and reactions, add tritium gas

* IGridAtmosphereComponent interface! For future unsimulated grids.

* Makes atmos updates NoGC.

* C E A S E

* Add settemp atmos command

* Important reminder.

* Remove useless AtmosCooldown.

* More work on hotspots

* Overlays for hotspots. Fire works!

* Turns out I suck at coding

* Fire texture change

* Yeah let's make that an absolute value, hmm?

* Support for atmos after teleporting grid (more or less)

* fix attempt (doesn't actually fix it)

* Make static variable not static

* Remove magic numbers

* Stopwatch moment

* Slight cleanup.

* More cleanup.

* Atmos optimizations

* Fix build

* Remove useless ghost atmos shit

* Adds CanSeeGases component for gas overlay stuff

* Component and prototype ignores

* ExcitedGroups now dispose on being merged with others

* Some tweaking.

* Atmos now uses frame time for updates.

* Nullable boogaloo

* IExamine fix

* Fix build

* Fix restartround

* Atmos tweaking, use invalid direction

* Increase high pressure movement force

* Better sort

* Update submodule.

* NULLABILITY AAAAH

Special thanks to monster860 and all monstermos contributors!

Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00