Commit Graph

67 Commits

Author SHA1 Message Date
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
Nemanja
7ddee71379 More borg tweaks (#19143)
* borg tweaks but i'm gonna go code fun stuff first

* werkin' on it

* a ton of tweaks

* fuck everyone and then myself
2023-08-14 18:34:23 -05:00
Vordenburg
694a6cfc1c Add Destructible SpawnGasBehavior (#18965) 2023-08-13 21:55:06 -04:00
Nemanja
98fa00a21f Borgs (#18136)
* Laws

* positronic brain and PAI rewrite

* MMI

* MMI pt. 2

* borg brain transfer

* Roleban support, Borg job (WIP), the end of mind shenaniganry

* battery drain, item slot cleanup, alerts

* visuals

* fix this pt1

* fix this pt2

* Modules, Lingering Stacks, Better borg flashlight

* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.

* sprotes

* no zombie borgs

* oh fuck yeah i love a good relay

* charger

* fix the tiniest of sprite issues

* adjustable names

* a functional UI????

* foobar

* more modules

* this shit for some reason

* upstream

* genericize selectable borg modules

* upstream again

* holy fucking shit

* i love christ

* proper construction

* da job

* AA borgs

* and boom more shit

* admin logs

* laws redux

* ok just do this rq

* oh boy that looks like modules

* oh shit research

* testos passo

* so much shit holy fuck

* fuckit we SHIP

* last minute snags

* should've gotten me on a better day
2023-08-12 16:39:58 -05:00
Chief-Engineer
1c476731ed add destructible logs (#18788) 2023-08-08 00:20:32 +10:00
metalgearsloth
68480af109 Update content vectors to numerics (#17759) 2023-07-08 14:08:32 +10:00
Nemanja
7f3846b7c0 Reduce vendor restocking time + some code cleanup (#16025) 2023-05-03 15:38:03 +10:00
metalgearsloth
317a4013eb Puddles & spreader refactor (#15191) 2023-04-10 15:37:03 +10:00
Kara
e7e9be0073 Reagent interactivity (pt. 1) (#15130)
* Puddle slippy

* spillable melee

* splash spilling!

* splat melee sound

* p
2023-04-06 16:20:48 -05:00
faint
8b6996cbae DNA basics (#14724)
* DNA component

* Commit numba 2

* Added DNA into Station Records Computer

* commit numba 3

* commit numba 4

* Vomit also contain DNA component now

* fixed DNA field not clearing after scanning another item

* commit numba 10
Drinking leaves DNA on an object. Breaking glasses, bottles and beakers leave DNA and leave fingerprints/fibers with 40% chance on glass shards. + lotta fixes

* 11

* 12

* 14

* Added DNA guide entry

* FIX
2023-03-30 22:49:25 -06:00
metalgearsloth
10f2443286 Add tree felling and chopping sounds (#14644) 2023-03-24 13:17:22 +11:00
AJCM-git
59bf67ec8c Revert "Add tree felling and chopping sounds" (#14622) (#14643) 2023-03-13 17:12:57 -04:00
metalgearsloth
10290bf4a7 Add tree felling and chopping sounds (#14622) 2023-03-13 16:42:29 -04:00
Chief-Engineer
95e35b94b5 Improve explosion logs (#13351)
* add types to explosion logs

* make explosions logged by default

* add cause parameter to IThresholdBehavior

* add cause to ExplodeBehaviors

* add cause to power cell explosions

* remove useless log

* add triggerer to triggers

* add logs for damage from explosions

* sneaky power cell update
2023-02-10 23:45:38 +00:00
Leon Friedrich
466384b081 Solution rejig (#12428) 2023-01-12 14:41:40 +11:00
Vordenburg
5553976d70 Add supplies to restock vending machines. (#11506) 2023-01-01 15:42:56 -08:00
Nemanja
faca40b8d5 more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2022-12-25 05:28:21 +01:00
DrSmugleaf
7fbc2608e8 Remove redundant read-only VV from datafields (#12626) 2022-11-16 20:22:11 +01:00
DrSmugleaf
f323fb7644 ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
2022-10-22 15:46:28 -07:00
Mervill
b8d1843335 Adds a new SolutionExplosionBehavior for the benefit of fuel tanks and future exploding canisters (#11260) 2022-09-14 12:15:54 -05:00
Andreas Kämper
42f3155c85 Clean up vending machines and port their visualizer (#10465) 2022-08-31 05:12:09 -07:00
Leon Friedrich
c7ad6b709e Audio System Rejig (#9635) 2022-07-29 12:13:12 +10:00
EmoGarbage404
f5e11102ba Vending Machine Abuse (#8863)
* piece of shit i'll abuse your vending ass

* placeholder

* Update types.yml

* threshold
2022-06-23 14:52:28 +10:00
metalgearsloth
8905996cfc Make raiselocalevent not broadcast by default (#8998) 2022-06-22 09:53:41 +10:00
keronshb
f7b1bda3e5 Reorders Sound Systems signatures to match Popup Systems. (#8728) 2022-06-13 09:45:47 +10:00
Kara
da07d91895 Modular landmines (#8351) 2022-06-01 01:39:06 -07:00
wrexbe
bc68ac96dd Cleanup the namespaces (#8132) 2022-05-13 17:59:03 +10:00
Alex Evgrashin
50ae467c76 Remove IDestroyAct, IBreakAct (#7876) 2022-05-02 15:43:25 -07:00
Leon Friedrich
56168e592e Explosion refactor (#5230)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

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

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-03-31 21:39:26 -05:00
Leon Friedrich
91d2976c44 Add custom type serializer to destruction spawn (#7190) 2022-03-19 16:34:56 +11:00
Leon Friedrich
c95516e5b2 Revert "Explosion refactor TEST MERG (#6995)" (#7005) 2022-03-06 04:02:34 +11:00
Moony
4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00
Leon Friedrich
00c3a181d3 Reduce resolve and cut more corners in destructible (#6741) 2022-02-16 19:39:56 -07:00
mirrorcult
ec4d4688c7 Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
Ygg01
6f36f5b60d Replace old Overflow algorithm (#6280)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-02-15 13:22:26 +11:00
wrexbe
17db0775c8 Auto comp (#6416) 2022-02-02 14:35:40 +11:00
Leon Friedrich
36a96b7e14 Cut corners on excessive damage (#6190) 2022-01-18 18:48:17 +11:00
AJCM-git
45bfc0b96b Adds posters (for mapping) (#5812) 2021-12-29 20:24:51 +11:00
Vera Aguilera Puerto
3f79e3754f Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
2021-12-07 17:48:49 +01:00
DrSmugleaf
2a3b7d809d Fix 3000 errors 2021-12-05 18:09:01 +01:00
Ygg01
d1ab9592aa Minor spill refactors (#5569) 2021-12-05 14:18:30 +11:00
Vera Aguilera Puerto
2eacf98335 Literally fucking remove IEntity 2021-12-03 16:08:30 +01:00
Vera Aguilera Puerto
5cd42c9ad6 Inline UID 2021-12-03 15:53:09 +01:00
Vera Aguilera Puerto
b835bea086 Inline GetComponent 2021-12-03 11:55:25 +01:00
Javier Guardia Fernández
42aaba9a5d Remove most IEntity usages from explosions (#5240)
* Remove most IEntity usages from Destructible and Explosions

* Perform a minute amount of cleanup

* Fix build
2021-11-09 21:24:35 +01:00
Vera Aguilera Puerto
5cec5c421c ActSystem and Destruction Threshold Behaviors use EntityUid. 2021-11-09 12:06:00 +01:00
moonheart08
b889aff307 Make canisters dump their contents on destruction. (#5177)
* Make canisters dump their contents on destruction.

* Address reviews
2021-11-06 01:19:12 +01:00
Ygg01
b2aca94586 Refactor Solution from Shared -> Server (#5078)
* Move entity solution entity systems to shared

* Move SolutionComponents to Server

* Fix namespaces

* Remove Networked Component.

* Fixes

* Add components to ignore list
2021-10-29 23:40:15 +11:00
Vera Aguilera Puerto
189a5c7847 ConstructionGL2 Part 1: ECSification, events and steps. (#5017)
- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
    - The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
    - This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
    - This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
    - This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes #4892 and fixes #4857

Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
2021-10-26 16:38:03 +02:00
Leon Friedrich
f80f252ff2 Make fuel tanks explodey again (#4670)
* make fuel tanks explodey again

* tanks now take damage from lit welders,
2021-10-02 11:42:46 +02:00