Commit Graph

103 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
d709695263 Disarm popup entity name fix 2021-01-09 21:38:29 +01:00
Vera Aguilera Puerto
d81a5faac4 Adds disarm action (#2950)
* Adds disarming

* Disarm acts

* yaml

* much better icon for disarm

* Apply Remie's suggestions, improve code!
2021-01-09 20:31:34 +01:00
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
Leo
57b049d173 Adds DSay command (#2901)
* DSay command

* Moves getting the clients from DeadChat and AdminDeadChat to a function
2021-01-03 16:13:31 +01:00
Vera Aguilera Puerto
cf38e17b7e Shuttle called/recalled announcements and sounds. 2021-01-01 16:34:54 +01:00
20kdc
6b5cded8c2 Clothing and pronoun fields (#2689)
* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR]

Sorry about this, Saphire.

* Clothing & Gender fields: Add UI [FALLBACK II]

* Clothing & Gender fields: Actually apply gender

* Clothing & Gender fields: Import innerclothingskirt field from my previous attempt

Couldn't import actual prototypes because of a change to IDs

* Clothing & Gender fields: Add innerclothingskirt field to everything

* Clothing & Gender fields: Jumpskirts now work

* Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II]

* Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II]

* Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
2020-12-24 14:42:40 +01:00
DrSmugleaf
fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
DrSmugleaf
026d96fd2d Replace MaybeNullWhen(false) with NotNullWhen(true) 2020-12-20 04:14:41 +01:00
20kdc
31b39823ad Player post-spawn hook and player ghosting controlled by preset (#2734)
* GamePreset: Add a hook to catch all player spawns for modification.

Unless someone makes the entire job system unpluggable, this is what you get...

* GamePreset: Is now in control of voluntary ghosting

* Clean up ghost code to only rely on a player's Mind
2020-12-11 12:10:55 +11:00
Vera Aguilera Puerto
c3341132c5 Upgradeable machines. (#2675)
* Start work on upgradeable machines.

* Upgradeable machines work

* Component requirements for upgradeable machines

* Better container handling

* Remember to not push submodule updates in your PRs, kids!

* Refresh parts after building a machine.

* NetSync false

* Address some reviews, fix some bugs

* Nullable stackhelpers dependencies

* Use container helper method to delete all entities in containers

* Nullable string in AddContainer

* Better examine for machine frame and construction in general

* Machine breakage

* Nullable node

* nullable GraphPrototype

* Re-save saltern for autolathe parts

* Fix SaveLoadSave
2020-12-03 22:49:00 +01:00
Pieter-Jan Briers
6f78851647 Send messages on admin/deadmin. 2020-11-01 23:56:35 +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
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
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
metalgearsloth
f9ab5f6a82 Don't spawn rad pulses on paused grids (#2121)
* Don't spawn rad pulses on paused grids

* Only radiate default grid

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-09 14:47:56 +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
Pieter-Jan Briers
66c8a68891 Holy crap auth works (#2099)
* Holy crap auth works

* Fix some usages of UserID instead of UserName

* Refactor preferences.

They be non-async now. Also faster.

* Rename DbContext.

* Guest username assignment.

* Fix saving of profiles.

* Don't store data for guests.

* Fix generating invalid random colors.

* Don't allow dumb garbage for char preferences.

* Bans.

* Lol forgot to fill out the command description.

* Connection log.

* Rename all the tables and columns to be snake_case.

* Re-do migrations.

* Fixing tests and warnings.

* Update submodule
2020-09-29 14:26:00 +02:00
Víctor Aguilera Puerto
31e0dfc10c Adds FlammableComponent, humans can now catch on fire. (#2115) 2020-09-22 15:40:04 +02:00
DrSmugleaf
74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00
DTanxxx
47554f99f0 Make latejoining not hardcoded to presets (#2028)
* Make latejoining not hardcoded to presets

* Applied feedback

* Build error fix

* Applied more feedback

Co-authored-by: David Tan <>
2020-09-07 12:33:18 +02:00
DrSmugleaf
48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00
ancientpower
f41e39410d Tweaks damage types and classes (#1969)
Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-31 19:11:22 +02:00
DrSmugleaf
827eab17d0 Add body part and body manager interfaces (#1939)
* Add body part and body manager interfaces

* Merge fixes
2020-08-30 11:26:52 +02:00
Víctor Aguilera Puerto
fb0ac3d70e Atmos optimizations (#1944)
* Adds IFireAct, ITemperatureExpose

* Use AtmosDirection instead of Direction for Atmos

* Refactor atmos to heavily rely on arrays and bitflags.
Adds F A S T M O S and reduces atmos tech debt heavily.

* Optimize and fix more stuff

* Kinda improve superconduction

* Pipenet is a word

* T U R B O M O S

* Address reviews

* Small optimization

* Superconduct is also a word

* Remove check

* Cleanup tile atmosphere

* Correct a comment
2020-08-28 14:32:56 +02:00
DrSmugleaf
dd3a697c12 Fix the server not checking uplink purchase prices (#1917) 2020-08-25 18:13:19 +02:00
Exp
c665e66318 Accent System (#1892)
* First Accent Prototype

* -RegisterSystem
-Fixed addaccent cmd
-Spanish accent

* -list is now ?
-Checks if the accent is already added
-Made components public

* owo whats this

* special word filter

* Eeeeeeeeee

* Better?

* -Use a delegate func
-Made some funcs not static
-Moved SentenceRegex

* InjectDependencies

* Name change?

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-25 17:09:39 +02:00
nuke
a62935dab2 Handcuff system (#1831)
* Implemented most serverside logic

* All serverside cuff logic complete

* SFX, Clientside HUD stuff, Other logic.

* fffff

* Cuffs 1.0

* missing loc string

* Cuffs are stored in the balls now.

* Basic integrationtest

* Support stripping menu.

* rrr

* Fixes

* properties

* gun emoji

* fixes

* get rid of unused

* reeee

* Update Content.Shared/GameObjects/ContentNetIDs.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-25 14:54:23 +02:00
metalgearsloth
997d3dcdd4 startingGear for NPCs (#1877)
Need to cover up the lewds.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-24 20:11:32 +02:00
Víctor Aguilera Puerto
9e7d698145 Allow specifying a text to be shown to players in the summary when ending the round. (#1818)
* Allow specifying a text to be shown to players when ending the round.
Also sets text

* Fix comment
2020-08-20 18:09:29 +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
Víctor Aguilera Puerto
d58d84096b Adds mobCheck to a bunch of inventory/hands methods (#1704)
* Adds mobCheck to a bunch of inventory/hands methods, fix not being able to strip dead bodies

* Address review
2020-08-16 16:30:52 +02:00
Víctor Aguilera Puerto
c3df108b27 Stripping (#1668)
* Start work on stripping.

* more strippable work

* Stripping works

* Nullable

* MORE NULLABLE

* nullable moment

* life is pain

* Interaction check.

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

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

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs

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

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

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

* Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Use static EquipmentSlotDefines

* Do not expose ContainerSlot on Inventory or Hands.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-15 20:33:42 +02:00
metalgearsloth
5962280d36 Station events (#1518)
* Station event system

Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.

There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.

* Invariants for event names

* Fix random event shutdown

* Mix stereo announcements to mono

* Address feedback

* Remove redundant client system and use the overlay component instead
* Drop the server prefix

* Fix radiation overlay enum

* use entityquery instead

* zum's feedback

* Use EntityQuery

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-13 22:52:17 +02:00
DrSmugleaf
4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
Víctor Aguilera Puerto
2c9ca2f44d Removes AssumeAir from IGasMixtureHolder interface. 2020-08-11 17:42:16 +02:00
Víctor Aguilera Puerto
ffc9a24ea0 Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now

* At least show status effect, but don't damage the mobs

* Fix switch misuse
2020-08-07 16:23:16 +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
Bright0
86a6ac4a2b Adds Handheld Radio/Listener system (#1457)
* re-do of old PR that got fuckied upp

* simplify foreach as suggested

* pass distance to PassSpeechData for a check, remove GetListenRange()

* adds RadioQuery instead of subscribing/unsubscribing

* change SpreadMessage to accept owner rather than component

* change RadioQuery to EntityQuery

* remove declared EntityQuery (oops, didn't know what shadowcommander meant)

* refactor ListeningSystem & refactor added chat logic into listen sys

* IGNORE the oopsie STOP LOOKING
2020-07-28 15:13:39 -07:00
DrSmugleaf
0a82aba88e Add pulling (#1409)
* Initial framework for pulling.

* Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly.

* Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time.

* Make sure that MoveTo won't allow collisions with the player

* Update everything to work with the new physics engine

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* Physics update and convert to direct type casts

* Add notnull checks

* Add pull keybinds to the tutorial window

* Move PullController to shared

* Fix pulled items getting left behind

* Fix moving pulled objects into walls

* Remove flooring of coordinates when moving pulled objects

* Add missing null check in PutInHand

* Change pulling keybind to control and throwing to alt

* Change PhysicsComponent references to IPhysicsComponent

* Add trying to pull a pulled entity disabling the pull

* Add pulled status effect

* Fix merge conflicts

* Merge fixes

* Make players pullable

* Fix being able to pull yourself

* Change pull moving to use a velocity

* Update pulled and pulling icons to not be buckle

A tragedy

* Make pulled and pulling icons more consistent

* Remove empty not pulled and not pulling images

* Pulled icon update

* Pulled icon update

* Add clicking pulling status effect to stop the pull

* Fix spacewalking when pulling

* Merge conflict fixes

* Add a pull verb

* Fix nullable error

* Add pulling through the entity drop down menu

Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00
DrSmugleaf
4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* 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
2020-07-25 15:11:16 +02:00
Acruid
ea94f4a182 Moved interaction interfaces from Server to Shared. 2020-07-18 22:51:56 -07:00
Acruid
b6b31b7294 Construction Bugfixes (#1329)
* Added: CanReach property to AfterAttack events which signals if the attack was within reach.
Fixed: You cannot construct/deconstruct things out of reach.
Fixed: Construction entities now preserve transform rotation.
Fixed: No more exceptions about missing grids when constructing world entities.
Fixed: Used the proper intermediate sprite for intermediate entities.
Fixed: Issue with missing sprite layers on ghost.

* The alligator is greedy, he always eats the bigger number...

* Adds a check so that you cannot use tools on entities that are obstructed from view.
2020-07-10 16:52:07 -07:00
ike709
915fffb635 Latejoin Job Selection (#1284)
* UI version 1

* Latejoining

* cleanup

* missed a line

* Various fixes

* comment
2020-07-10 15:27:55 +02:00
DrSmugleaf
e1f9033a69 Merge branch 'master' into buckle-locker-fix-1262 2020-07-08 15:35:20 +02:00
ike709
2d2385032a Admin chat (#1287)
* Admin chat

* Change it to show username, not character name

* moves the thing

* Removes SenderEntity
2020-07-08 12:18:16 +02:00
DrSmugleaf
e7d756811e Replace CanBeNull annotations with nullable reference types (#1270)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-08 01:41:20 +02:00
DrSmugleaf
793f843ae8 Fixing these namespaces was a mistake 2020-07-07 00:33:57 +02:00
DrSmugleaf
b850ac2437 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 00:20:07 +02:00
chairbender
b35333d366 Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00
DrSmugleaf
81647d696e Disable interactions for entities in storage 2020-07-03 23:57:19 +02:00