* throwforce and probability fixes for explosions
Applies force to all affected by explosion entities with ItemComponent
Fixes probability issues with explosion related callbacks
* dependency fix, throw helper
* delete TODO
Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
* Add BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
* movement modifier system
* update default exposedata values
* changing base speed marks as dirty
* formatting
* movement speed modifier component
* Moves slowdown component to the prototype
AIController respects slowdown
* reset dirty flag
* Improve addai error handling and help message
Fix client crash from giving addai an invalid processorId argument and improved it's help message to describe each parameter.
* Only IoC resolve when addai is run
Makes the code simpler. No need to cache it since it's going to be run so infrequently.
* You cannot pickup items across walls, or pickup items when dead/in crit.
* Adds InRangeUnobstructed method to InteractionSystem.
Changes HandsSystem and ItemComponent to use it.
Currently if this component is present the delay timer is started but it doesn't actually prevent use interactions.
To test this bug, do the following:
1. Set the delay for [bike_horn](https://github.com/space-wizards/space-station-14/blob/master/Resources/Prototypes/Entities/items/bike_horn.yml#L25) to something large like 5.0 that'll make the effect obvious
2. Use the bike horn with the z key. The delay anim will play properly but you'll still be able to spam the honk.
* Change variable name in some interactions
I definitely didn't copy-paste some stuff back then, absolutely not.
* Fix bug where dropping items in tables didn't cause the drop interaction
* use delay timer
* remove accidental using
* and remove accidental newline because i don't proofread my code
* compatibility with HUD cooldown
suggested changes
* get out of here
* suggested changes
* change to seconds from milliseconds
* remove redundancy
* Instrument test.
* Midi stuff
* Some more work
* This actually works now!
* update
* Midi Audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Fix a few things
* It just works
* Move textures to another folder, remove placeholder description from instruments
* Fix warning
* Use renderer enum
* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.
* Fix incorrect sprite paths
* Instruments take midi file size check into account when enabling/disabling midi playback buttons
* Fix crash when pressing drop on empty hand.
* Use new renderer return values for midi/input
* Xylophones are no longer handheld instruments, fix their sprites.
* Use new API
* Remove nfluidsynth from solution
* Timing information
* Use IGameTiming.CurTime for timestamps instead
* Add power cell and weapon chargers
Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized
* Address PJB's feedback
Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
* Make nutrition less harsh
Also fix the accumulator because why did I put that in the loop.
Decay rates decreased and made drink thirst levels same as hunger for now.
* Also fix stomach frametime accumulation
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment
* Add hunger and thirst
Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst
* Cleanup rebase
* Cleanup stuff that was prototyped
* Address feedback
Still need to add a statuseffects system in a separate branch
* More cleanup on nutrition
Fix Remie's feedback and also damage tick.
* Re-implement nutrition with master
* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution
Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor
Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser
* Fix broken bottle parent
* Add support for global verbs
These are verbs that are visible for all entities, regardless of their components. This works by adding a new class `GlobalVerb` and a new attribute `GlobalVerbAttribute`. It works in the same way as current verbs, except you can put the verbs class definition anywhere instead of inside a component. Also moved VerbUtility into it's own file since it now has functions for both verbs and global verbs.
* Add view variables verb as an example of global verbs
* Implement suggested changes
Implemented some suggested changes from code review:
- Remove unneeded attribute from `GlobalVerb`
- Added some useful attributes to `GlobalVerbAttribute`
- Moved constants used by both `Verb` and `GlobalVerb` into `VerbUtility`
* Reduce duplicate code in VerbSystem (client & server)
Greatly reduced the amount of duplicate code for handling component verbs and global verbs separately.
* Update engine submodule
Need this so client side permissions checks are available.
* Disable speaking while unconscious/dead
Fixes#359
* Add CanSpeak ActionBlocker
Matches the existing technique for other actions like CanUse() and CanThrow().
* Disable footstep sounds for ghosts
Adds a check before playing footstep sounds to check if the mover is a ghost. Doesn't play footstep sounds if they are a ghost.
* Add FootstepSoundComponent
Adds FootstepSoundComponent. If a mob has this component, it will make footstep sounds. Otherwise they will not. As of this commit humans have this component and ghosts do not.
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.
* Protolathes actually work now
* Research. Just Research.
* Adds icons from Eris.
* Address reviews
* Change LatheMenu resize behaviour
* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/Research/ResearchConsoleMenu.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Move IoC Resolve out of for loop
* Address review
* Localize stuff
* Removed BoundingBoxComponent.
* Updated prototypes to use refactored CollidableComponent.
* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.
* Migrated more yaml files to use PhysShapes.
* Updated YAML to use the new list-of-bodies system.
* Updated the new prototypes.
* Update submodule
* Update submodule again, whoops