Commit Graph

134 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
62ce603858 Fix punching (#4141) 2021-06-06 02:05:57 +10:00
mirrorcult
f744b655b8 Refactor MeleeWeaponComponent and related comps to be ECS (#4133)
* move everything to MeleeWeaponSystem

* refactor MeleeChemicalInjector

* hypospray and flash refactor

* stunbaton refactor

* bugfixes

* flash afterinteract

* resolve issues

* props

* playing the slots

* MeleeInteractEvent + bugfixes

* spear can actually use MeleeChemicalInjector
2021-06-05 09:20:52 +02:00
20kdc
c7f104cd93 More rotatability (#4067)
* Make barstools, PA components, and radiation collectors rotatable.

Making barstools rotatable is so that people can spin on the barstool. (RP moment.)

The other two are more "functional" changes for assembling a PA.

* Allow rotating a rotate-while-anchored object if you're buckled to it.

Barstool spinny

* Fix bug with rotation of an object that someone is buckled to

* BuckleSystem: Efficiency improvements with directed events

* Don't need to unsubscribe anymore from events, so in BuckleSystem, just don't
2021-05-27 12:51:14 +02:00
ShadowCommander
acb102f978 Rename and clean up interaction events (#4044)
* Rename and clean up interaction events

* Fix hand equip events
2021-05-22 21:06:40 -07:00
ShadowCommander
7b00489b1f Fix clicking a locker while inside of said locker (#3965)
* Fix clicking a locker while inside of said locker

Actually fixes #1535

* Address reviews

* Add test

* Clean up test
2021-05-17 02:31:10 -07:00
Vera Aguilera Puerto
462cddf860 Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966) 2021-05-12 13:42:18 +02:00
Paul
ffdf1d17fe when the transform 2021-05-09 22:36:19 +02:00
Paul
c136755df2 dropping with random rotation on unintentional drop, dropping with reset rotation on intentional 2021-05-09 10:09:14 +02:00
ShadowCommander
a98c0dadd4 Implement inflatable wall (#3703)
* Implement inflatable wall

* Actually block atmos

* Fix naming and add description

* Add requested changes

* Change prototype to field

* Refactor checks to use existing methods

* Fix PrototypeIdSerializer imports

* Fix mass in yaml
2021-04-01 00:04:56 -07:00
DrSmugleaf
a5ade526b7 Enable nullability in Content.Server (#3685) 2021-03-16 15:50:20 +01:00
DrSmugleaf
6f012cb9ad Enable nullability in Content.Shared (#3626)
* Enable nullability in Content.Shared

* Fix null errors in server

* aye github i swear on me mom
2021-03-15 21:55:49 +01:00
Acruid
6edc416afc EntitySystemMessage Removal & InteractionSystem directed events (#3572)
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.

* Update Submodule.
2021-03-09 11:22:48 -08:00
metalgearsloth
4d064abcd7 Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
Swept
ade17074ba Reorganizes tiles, you can craft wood and steel ones now (#3484)
* Tile RSI/YAML cleanup

* Changes tile stack from 8 to 30

* Tiles actually damage when you throw them

* Removed bad tiles and rest actually fucking work now

* If I write one more line of yaml i'll cut my dick off

* fixed was very tired
2021-03-06 16:41:53 +11:00
Pieter-Jan Briers
1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00
metalgearsloth
3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
Pieter-Jan Briers
63947a6d35 Fixes all the rotation bugs. (#3365) 2021-02-22 00:46:27 +01:00
Clyybber
c996021b5d Spill hand contents when dropping them in a fall (#3304)
* Spill hand contents when dropping them due to falling down

* Better approach

* cleanup

* grammar

* stupid
2021-02-18 21:43:46 +01:00
DrSmugleaf
6a3072e4fd Default to a regular interaction when disarm is unavailable (#3226) 2021-02-16 09:48:45 +01:00
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
Pieter-Jan Briers
c40ac26ced A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00
Pieter-Jan Briers
6635054cac Attacks now re-orients players like interactions so. 2021-01-23 17:50:48 +01:00
metalgearsloth
acb3c72d99 Drag changes (#2487)
* Drag changes

* Higlights only show near cursor
* Don't highlight un-droppable entities
* Fixes invalid highlights issue

* Also the scanner

* 2 months fix

* Address reviews

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-11 22:14:01 +11:00
Pieter-Jan Briers
96b21ffd1d Fix nullable errors with AfterInteract in UtensilComponent. 2021-01-11 09:36:21 +01:00
Pieter-Jan Briers
99727e8bc3 Fix AfterInteract not being awaited correctly in InteractionSystem 2021-01-11 09:30:18 +01:00
DrSmugleaf
fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
DmitriyRubetskoy
9c26e0c5ba Async Interface IAfterInteract() (#2735)
* Async Interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Changed the glassbeaker

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Interaction system fix

* Removed I from the interface

* Changed all implementations of the interface I could find

* all public void implementation fixed

* All built, no errors should remain

* Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml

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

* Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs

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

* Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs

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

* Commit based off Sloth's commentary

* Removed the Rag file from the PR

* Reverted sloth's commentary changes on the publcity of the function

* Injector component properly implemented interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

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

* Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs

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

Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-17 18:45:04 +11:00
chairbender
7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00
metalgearsloth
fe93f2ac30 Fix thrown throwing (#2723)
Technically some stuff could be dependent upon the entity regardless if it's deleted but this is how ICollideBehavior does it (not by my design) so I figured we'd make it consistent.

If someone really needs the functionality even if it's deleted then they can refactor it.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-08 12:21:12 +01:00
20kdc
d7685512bb InteractionSystem: Fix exception when clicking around off-grid (GridCoordinates/default grid leftovers?) (#2624) 2020-11-24 13:23:49 +01:00
ColdAutumnRain
f5dc62b533 Removed EntityManager member variable from Components and EntitySystems (#2502)
* Removed EntityManager member variable from Components and EntitySystems

* Removed EntityManager with minor corecctions

* Update PathfindingSystem.cs

* Update InteractionSystem.cs

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

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Stack/StackComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-11-18 15:45:53 +01:00
DTanxxx
69d709a28f Updated ContainerHelpers to use new extensions (#2530)
Co-authored-by: David Tan <>
2020-11-13 18:25:04 +11:00
Víctor Aguilera Puerto
44ee2b7ab6 Fix async usage in InteractionSystem
Fixes #2524
2020-11-10 22:47:43 +01:00
Víctor Aguilera Puerto
bb3aee90b2 FloorTileItem station extension/new grid creation (#2500)
* FloorTileItemComponent can now extend the station, or create new grids.

* Fixes wrong interaction system EntityCoordinates check.
Needed for all this to work.
2020-11-06 22:38:41 +11:00
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
Víctor Aguilera Puerto
cfda64361c You can now pick up items with an empty hand in combat mode.
Closes #2206
2020-10-12 13:37:41 +02:00
DrSmugleaf
b64cb24059 Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
2020-10-11 16:36:58 +02:00
RomanNovo
06d6bfe5e0 Fix issue (#2129)
Co-authored-by: RomanNovo <roman.novo.95@gmail.com>
2020-09-28 18:36:13 +02:00
Víctor Aguilera Puerto
4c34a12c67 Adds IThrowCollide, Creaming people with cream pies and tactical stun baton throws (#2122) 2020-09-22 15:34:30 +02:00
Swept
0ea8792501 Cleanup (#2111) 2020-09-20 17:29:11 +02:00
Metal Gear Sloth
069f31ca07 Fix AI melee combat
It's just that easy.

AI using the interaction system is messy and needs a refactor (there's already an existing issue for this).
2020-09-15 20:43:03 +10:00
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
Víctor Aguilera Puerto
69bd44c94c Adds click attacks 2020-08-31 18:58:22 +02:00
DrSmugleaf
9d6c394f6b Refactor InRangeUnobstructed and add extension methods (#1925)
* Sort out InRangeUnobstructed and add extension methods

* Rename client RangeChecks to RangeExtensions

* Add container extension methods and test

* Add missing component methods

Component to container
Grid coordinates to container
Map coordinates to container
Local player to container

* Actually use the field

* Merge fixes

* Add popup argument to local player extension methods

* Reduce code repetition for client range extensions
2020-08-30 11:37:06 +02:00
DrSmugleaf
8a27a5322a Replace pragma warning 649 disable/restore with default! 2020-08-24 14:10:28 +02:00
Víctor Aguilera Puerto
d9ae942759 Make InteractUsing async, make tools use DoAfter. (#1772)
* Make IInteractUsing async, make tools use DoAfter.

* Disable warning 1998 in Content.Server

* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
2020-08-18 14:39:08 +02:00
Pieter-Jan Briers
39f13c1849 Merge pull request #1660 from juliangiebel/bug/anchoring-reagent-dispenser 2020-08-17 17:54:21 +02:00
DrSmugleaf
dbeb89a5e5 Fix pulling not stopping when going into a container (#1712) 2020-08-16 18:51:21 +02:00
juliangiebel
ba058ccbdd Add priority sorting to InteractUsing 2020-08-12 23:01:30 +02:00