Commit Graph

1344 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
Morshu32
063db5d8d2 Removed Mop Bucket from JanitorClosetFilled and (#2565)
added a Mop Bucket inside the janitor spawn room.
2020-11-18 01:00:01 +01:00
metalgearsloth
14568bc10c Reset saltern disposal entries to default (#2486)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-05 17:58:41 +01:00
Swept
1444074b24 Initial (#2450) 2020-11-03 14:14:46 -08:00
Swept
75c6ba7e01 Maps morgue, botany and cloning for Saltern (#2444)
* Initial

* Initial

* Fixes bartender's shotgun

* Fixed
2020-10-30 01:05:01 +01:00
Swept
1f56b5db0b Saltern Tweaks (#2347) 2020-10-21 22:01:51 +02:00
metalgearsloth
be096f7ebf Fix airlock collision (#2265)
* Allow hitscan to go through open doors

So the door itself sets physics.Hard as false although that doesn't seem to include hard which I guess makes sense.

* Do the firelock thing

* Fix saltern

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-15 13:37:55 +02:00
DrSmugleaf
41cbcc85e0 Rename last usages of Collidable to Physics 2020-10-14 20:16:57 +02:00
Víctor Aguilera Puerto
9fef46a4ec Adds booze/soda dispenser to bar, nerf SSS armory weapon spawns. 2020-10-12 12:33:51 +02:00
Pill-U
82fffd5cc8 Adds Firelocks and Airlocks to Saltern (#2219)
* Update saltern.yml

Adds Firelocks, some Airlocks and wires to power those

* Update saltern.yml

Forgot to switch some firelocks. Also reinforced the only row of unreinforced windows that are connected to space because my brain went "ree consistency"

Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-10-12 12:18:30 +02:00
Víctor Aguilera Puerto
5127824716 Saltern now has computer boards serialized 2020-10-11 13:59:00 +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
Víctor Aguilera Puerto
759aefee7b Fix saltern's roundstart gas mix 2020-09-22 12:02:44 +02:00
Swept
77c71d885b Fixes lights not being rotatable. And #2082. (#2089)
* Fixes lights not being rotatable

* Makes some minor map changes to lights
2020-09-14 12:57:29 +02:00
DrSmugleaf
65d7775665 Fix breathing once and for all (#1996)
* Fix breathing

* WIP changes because I don't trust git stash after 2 weeks

* My imports

* Add gasping, adjust breathing values and fix test

* Make the gasp message appear to others

* Add PopupMessageEveryone extension

* Change used percentage to use a single number instead

* Remove unnecessary logging

* Fix air consistency test

* Add test map to SkippedMaps array
2020-09-12 22:52:50 +02:00
DrSmugleaf
ca8018f9f9 Make PostMapInitTest ignore test maps instead of those in an array (#2066) 2020-09-12 15:47:57 +02:00
nuke
753a627c75 Add text coloring for inspected solution containers, code cleanup (#2010)
* Initial commit

* remove helper

* fixes

* small fix
2020-09-10 00:32:31 +02:00
Pieter-Jan Briers
39199ad94f Fix the damn atmos plaque
This is a very important matter.
2020-09-09 21:41:52 +02:00
Swept
95665d184f Updates surgery IDs to standard (#2004)
* Updates IDs and map file

* Update the surgery duffel
2020-09-02 11:57:21 +02:00
Swept
2e12d8b758 Adds the Mime (#1798)
* Adds mime job

* Adds mime spawn point

* Moves the ID prototypes/textures to Objects/Misc

* The things I do to avoid conflicts

* identification_cards.yml's final resting place

* Adds ID card and PDA

* Center mime id

* Puts pen and paper in the mimes pocket

* Adds mime spawnpoint to Saltern

* Revert "Adds mime spawnpoint to Saltern"

This reverts commit 56c6cf729baae0958b8b41dd83f71355e4e5f9aa.

* Add mime spawn point

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-01 21:42:31 +02:00
Swept
111ad63dce Installing a new power infrastructure for Saltern. (#1559)
* Removes all deprecated wires, generators and apcs

* Removes all deprecated power entities

* Updates to master

* Map g2g

* Map new power system and some materials

* Remove old power entities from stationstation

* Removes deprecated shit AGAIN

* Remove outdated wires from stationstation

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: juliangiebel <juliangiebel@live.de>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-01 12:44:48 +02:00
Julian Giebel
d9f02a6a0a The disposals pushing and pulling update (#1875)
* Add collision to disposal unit and pipes
Make disposal unit and pipes pullable
Implement proper handling of collisions in disposals

* Implement IsExiting
Move DisposalSystem to shared

* Change SharedDisosalUnitComponent to call manager.ContainsEntity directly

* Update saltern.yml

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
2020-08-24 20:41:15 +02:00
Víctor Aguilera Puerto
fa49eb5895 Adds more weapon/ammo SSS spawners to Saltern. 2020-08-16 18:35:47 +02:00
Víctor Aguilera Puerto
8f1a74dcd1 Fix integration tests failing. 2020-08-14 16:10:19 +02:00
Swept
47c32a1c6f Signs and plaques! (#1637)
* I think this is a good selection of signs

* Added the rest of the directional signs

* Map Changes

* Fixed phoron plaque

* PROPERLY maps the map :))

* there

* Added a couple more signs

* a TON of little map changes

* Parents

* Why doesn't this work

* Ok Hugal

* Add description and add original atmos plaque

Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-08-14 14:53:02 +02:00
Víctor Aguilera Puerto
7293d985a5 Unique gas serialization for atmos (#1629)
* Add unique gas mixture serialization for atmos

* Refactor doAfterEventArgs

* Adds atmos commands

* Roundstard now has correct ratio of gases

* Fixed hashcode for gasmixture, better grid atmos serialization

* Airlocks create gas based on adjacent tiles now.

* Enables barotrauma component damage
2020-08-09 16:52:59 +02:00
Acruid
622b9243de Gives the Saltern station grid a name. 2020-08-08 16:35:02 -07:00
py01
01b10cb687 Node serialization change (#1497)
* NodeContainerComponent serializes a set of Nodes with ExposeData

* Fixes Nodes to work when being created by serializer

* ConduitNode

* ConduitPlacer to replace WirePlacer

* ConduitNode ConduitLayer setter

* Map update

* Comments

* Map update again

* Method ordering by privacy

* Removes conduits

* ignored component

* reorg

* map update

* readd wireplacer

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-07 02:47:54 +02:00
Pieter-Jan Briers
448423a0b2 I forgot to fix the bar sign. 2020-07-31 01:29:55 +02:00
Pieter-Jan Briers
d35391c4e8 Fix the map file.
The map got transitioned into postmapinit erroneously. This fixes that.
2020-07-31 01:24:35 +02:00
DrSmugleaf
bda5ce655f Add the trash man (#1367)
* Add disposal.rsi

* Rename disposal resource to disposal.rsi and create basic components

* Add disposal nets

* Add pushing entities along the disposal network

* Add disposal unit

* Unregister disposable component

* Add flush and selfinsert verbs to disposal unit

* Add gradual disposals movement

* Fix being able to walk through space for a while after exiting disposals

* Multiply disposals speed by 10

And fix early returns when moving an entity

* Rename Disposable component to InDisposals

* Remove DisposalNet and add on anchor events

* Remove anchored events, moved to interfaces

* Code cleanup

* Fix adjacent tubes' connections when a tube connects

* Fix jittery movement in disposals

* Remove Logger.Debug call

* Move disposals updates to InDisposalsComponent

* Fix adjacent connection valid directions check

* Disposal tubes now throw you out where they are facing

* Add disposal unit exit cooldown

* Set different disposal pipe sprite state depending on anchored value

* Add recycler

* Add recycler animation

* Add bloody texture to the recycler when grinding a living being

* Add PowerDevice component to the disposal unit

* Made the Recycler center on the grid

* Add disposal junction

* Add picking a random direction if junction is entered from the output side

* Add disposal flush and clang sounds

Taken from VGStation

* Move disposal flush and clang sound file names to exposedata

* Add disposalsmap.yml to test with

* Add summaries to DisposalUnit fields

* Add sideDegrees yaml property to disposal junctions

* Fix outdated usings

* Add conveyor resources

* Update RobustToolbox

* More merge fixes

Add conveyor collision masks

* Add ConveyorComponent

* Fix crash when reentering a body

* Merge branch 'master' into disposals-1147

* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml

* Move IAnchored and IUnAnchored to AnchorableComponent

* Update power components and remove old disposals map

* Remove redundant sprite layers

* Add tile pry command

* Fix tilepry command

* Fix DisposalJunctionComponent missing a component reference

* Add anchor by radius command

* Add Y-Junctions

* Add disposal bend

* Add unanchor command

* Change DisposalJunction prototypes to specify their angles

* Fix disposal units being hidden below the floor

* Removed IAnhored and IUnAnchored interfaces

* Replace CanBeNull annotation with nullable reference types

* Update showwires command

* Add recycler recycling items

* Added angle and speed properties to ConveyorComponent

* Fix conveyort textures

* Add animation to the disposal unit

* Fix anchor and unanchor commands sometimes not finding any entities

* Fix not reading flush_time from disposal unit prototype

* Fix merge conflict wrong using

* Fix disposal, recycling and conveyor texture paths

Delete diverters

* Update visualizer names

* Add DisposableComponent, change drag and drop to work with multiple components

Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments

* Add conveyor belts properly moving entities on top

* Anchorr wires

* Change conveyor bounds to 0.49

* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows

* Add starting/stopping conveyors

* Add reversed conveyors

* Add conveyor switches

* Move InDisposalsComponent code to DisposableComponent

* Add ExitVector method to tubes

* Fix not updating tube references when disconnecting one

* Replace IoCManager call with dependency

* Add tubes disconnecting if they move too far apart from one another

* Move disposals action blocking to shared

* Add rotating and flipping pipes

* Make conveyor intersection calculations approximate

* Fix 1% chance of the server crashing when initializing the map

Happens when emergency lockers remove themselves

* Add disposal unit interface

* Make disposal units refuse items if not powered

* Make disposal tubes hide only when anchored

* Make disposal junction arrows visible to mere mortals

* Add disposal tubes breaking

* Add tubeconnections command

* Add missing verb attribute

* Add flipped disposal junction

* Add ids and linking to conveyors and switches

* Add conveyor switch prying and placing

* Add anchoring conveyor switches and refactor placing them

* Add missing serializable attributes from DisposableComponentState

* Make conveyor speed VV ReadWrite

* Change drawdepth of conveyors to FloorObjects

* Make conveyor anchored check consistent

* Remove anchoring interaction from switches

* Add conveyor switch id syncing and move switches slightly when pried

* Make entities in containers not able to be moved by conveyors

* Add conveyor and switches loose textures

* Merge conflict fixes

* Add disposal unit test

* Add flushing test to disposal unit test

* Add disposal unit flush fail test

* Add disposals to the saltern map

* Fix saltern disposal junctions

* Add power checks to the recycler

* Fix disposal unit placement in maintenance closet

* Remove disposal junctions from saltern

* Readd junctions to saltern

* Add the chemmaster to saltern at the request of Ike

* Move the chemistry disposal unit

* Fix casing of disposal flush sound

* More merge conflict fixes

* Fix a compiler warning.

* Remove popup invocation from buckle

* Remove showPopup parameter from InteractionChecks

* Remove unnecessary physics components

Fixes the physics system dying

* Replace PhysicsComponent usages with CollidableComponent

* Update existing code for the new controller system

* Change conveyors to use a VirtualController instead of teleporting the entity

* Remove visualizer 2d suffix and update physics code

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method

* Add syncing conveyor switches states

* Fix the recycler wanting to be a conveyor too hard

* Fix showwires > showsubfloor rename in mapping command

* Fix wifi air conveyors

* Fix test error

* Add showsubfloorforever command

Changes drawdepth of the relevant entities

* Disable opening the disposal unit interface while inside

* Add closing the disposal unit interface when getting inside

* Add closing the interface when the disposal unit component is removed

* Add removing entities on disposal unit component removal

* Delay disposal unit flush and fix serialization

* Implement pressure in disposal units

* Fix chain engaging a disposal unit

* Implement states to the disposal unit

* Fix missing imports from merge conflict

* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs

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

* Address some reviews

* Fix za buildo

* Use container helper to detach disposables

* Make conveyors use the construction system

* Make conveyor groups and syncing sane

* Make flip flip

brave

* Add activate interface to conveyor switches

* Fix not removing the switch from its group when it's deleted

* Fix not registering conveyors and switches on initialize

* Stop using 0 as null

* Disconnect conveyors and switches when disposing of a group

* Make disposal units not able to be exited when flushing

* Make disposal units flush after a configurable 30 seconds

* Add handle and light layers to the disposal unit

* Merge engaging and flushing

* Update saltern.yml

* I love using 0 as null

* Make disposal unit visual layers make sense

* Remove duplicate remove method in disposal units and update light

* Replace DisposableComponent with disposal holders

* Fix disposal holders deleting their contents on deletion

* Account for disposal unit pressure in tests and make a failed flush autoengage

* Rename disposable to holder

* Fix junction connections

* Disable self insert and flush verbs when inside a disposal unit

* Fix spamming the engage button making the animation reset

* Make the recycler take materials into account properly

Fix cablestack1 not existing

* Merge conflict fixes

* Fix pipes not being saved anchored

* Change conveyors and groups to not use an id

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
Swept
1ec90599fa Commit (#1541) 2020-07-30 03:22:26 +02:00
ike709
203a835264 Emergent Sanitation Gameplay (#1378)
* Emergent Sanitation Gameplay

* Fix the map

* Address review

* Mention if it's slippery in the description
2020-07-11 23:49:54 +02:00
ike709
405a610009 Replaces the bathroom with a hydroponics room (#1318) 2020-07-10 17:28:06 +02:00
AJCM-git
ae41d03ec6 Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00
py01
23cc6b1d4e Power Rework (#863)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-06-28 17:23:26 +02:00
metalgearsloth
95995b6232 Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00
metalgearsloth
5391d3c72a Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00
Víctor Aguilera Puerto
e1df008bce Add conditional spawning component (#1069)
* Add conditional spawning component

* Remove null checks

* Remove leftover return

* Properly spawn items when game rule gets added

* Fix duplicate uids in saltern

* GameRules returns IEnumerable using yield.
2020-06-05 19:42:43 +02:00
Pieter-Jan Briers
0f43e5e6ad Access refactor
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing.

Added a "deny" list so you can screw over sec.

Cleaned the API up so it all uses sets and such.

PDA now relays access read-only to fix edge cases.
2020-06-03 11:46:59 +02:00
Pieter-Jan Briers
59e8b9a714 Fix Saltern airlocks and access levels. 2020-06-02 13:10:22 +02:00
AJCM-git
a12821bba5 Saltern airlocks (#1008)
* Guidelines, access, IDs resprite

* Import CEV-Eris maintenance doors

* more cleaning

* Restore the IDs so they dont (hopefully) appear in the log

* Airlocks and a little bit of organizing/cleanup

* fixing a mistake

* Remove excess line feeds in airlock_types.yml

* some enhancements

* formating IDs

* Applying feedback

* Fixing all (this time for real)

* deleting empty spaces in spawn_point

* Renaming the jobs and adding maint airlocks

* Placing the airlocks

* fix tiny fuckup

* Import cargo airlock from CEV-Eris

* Cargo airlocks

* Fixes sufficient access type. Renames airlocks to match the guidelines

* I give up

* I tried really hard, okay?

Co-authored-by: Hugo Laloge <hugo.laloge@gmail.com>
2020-05-30 13:43:13 +02:00
AJCM-git
c22713fb24 Locked airlocks (#989)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-27 23:14:01 +02:00
Pieter-Jan Briers
00aea4d6aa Adds warp points to saltern and fix broke door occlusion. 2020-05-24 14:32:22 +02:00
Pieter-Jan Briers
65d46899c0 Switch to saltern.
It's not done yet.
2020-05-24 01:50:56 +02:00
Pieter-Jan Briers
a8e2900052 Rename toolboxes to make more sense.
Also adds filled version of emergency toolboxes, currently empty.
2020-05-22 17:48:35 +02:00
Pieter-Jan Briers
40432cdc14 TG locker sprites & prototypes.
Closes #947
2020-05-22 15:45:46 +02:00
Pieter-Jan Briers
711bdc933a Fix map file 2020-05-03 00:46:51 +02:00
Jackson Lewis
1f0c72dd28 Gravity (#841) 2020-05-02 16:02:52 +02:00
Víctor Aguilera Puerto
69ca8c2153 Some YAML cleanup (#840) 2020-04-22 17:50:55 +02:00