removes unused interface from DrinkComponent
adds capability to fit inside dispensers for TransformableContainer
removes stomach component from character setup dummy
-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
Added power checks to:
Reagent Dispenser
Medical Scanner
Lathes
Research Console
Vending Machines
Added power device component to:
chem dispenser prototype
medical scanner prototype
Fixes for #706
* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
* Adds shotgun YAML files
* Adds shotgu ammo and magazine enum value, modularizes some projectile weapon methods
* Fixes guns consuming two bullets on fire
* Finishes shotgun behavior in Projectile Weapon Components
* Gun and ammo modularization
* Updates BallisticMagazineWeapons to be compatible with new AmmoWeapon
* Fixes shotgun spread angles, Fixes shogun YAML
* Gun documentation and ViewVariable specifications
* Removes todo messsage in gun code
* Default gun evenspread fix
* AmmoComponent Name fix
* Fixes Component name
* Projectile refactor code review fixes
* 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
* 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.
* Fix max_volume in cup YAML
Fixes#563
Added parsing of max_volume from YAML. Before it would get max volume only from drink content total.
* Fix drink owner getting deleted early
_contents.SplitSolution causes _contents.SolutionChanged to call Finish early causing a crash when try to get SoundComponent from the deleted Entity.
* Fix crash when eating bread due to a missing prototype
* Fix crash when finishing a food.
It tried to get the transform component of a deleted entity.
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.
Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
uses SnapGridComponent to select nearby wires instead of entity list (only marginally faster if entity queries are using DynamicTree)
TheoreticalLoad double dipping property setter, reduced to one update
minor refactoring
Co-authored-by: Tyler Young <tyler.young@impromptu.ninja>