* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
* fix(jugs): Make max and minimum transfer amounts make sense
* fix name
* Better
* Implement bounds checks
* large beaker too
* More logical solution
* Bleh
* remove
* Doesn't make sense yet
WAS MISTAKEN AAAAAAAAAAAAAAD@ @!
* BlockSolutionAccessComponent now only blocks one specified solution.
* Significant overhaul
Separated spilling when worn functionality into its own component/system.
Removed BlockSolutionAccessComponent.
Added an event for solution access.
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* stealthy hypo
* ExaminableSolution hand check when in covert implement.
ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand.
* cleaning code
* more cleaning
* Hidden datafield renamed to HeldOnly
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Remove unnecessary datafield names, syringes with stuff in them start in inject mode
* No trash tag
* Remove ViewVariables since DataField has them implicitly
* Revert "No trash tag"
This reverts commit 2c42172653d2cc70d58bd5bedf61a880b939bf20.
* Get rid of tags entirely for PrefilledSyringes
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* refactor ops
* inherit dna and fiber when fish hydrated
* :trollface:
* kid named finger
* :trollface:
* move rehydrating to shared :trollface:
* nobody noticed the popup being missing all this time
* method ops
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add test for two chemistry issues
1. rounding issue with reaction processing when making chloral hydrate
2. reliable assert trip due to the ValidateSolution() heat capacity issue.
* Fix FixedPoint2 arithmetic
Fix internal floating point arithmetic in places where it could be avoided.
Fix incorrect rounding mode used in other places (it should always floor, like regular int arithmetic).
I had to add an explicit epsilon value for float -> FixedPoint2 because something like 1.05 is actually like 1.04999 and that'd cause it to be rounded down to 1.04.
This fixes reaction reagent processing in cases where the reagent inputs can't cleanly divide. Previously, when making 30u chloral hydrate by adding the chlorine in 10u increments you'd end up with 0.04 chlorine left over. This was caused by division in the reaction code rounding up in some cases. Changing division here to always round down fixes it.
* Attempt to fix heat capacity precision assert issues.
Fixes#22126
First, we just increase the tolerance of the assert. It was way too low.
Second, actually put a cap on float drift from one-off _heatCapacity changes.
* Fix float -> FixedPoint2 epsilon for negative number, fix tests.
* Fix DamageableTest
* Oh yeah I need to call CleanReturnAsync
* move stuff to server and some refactoring
* update spikables to not use triggering
* add Delete bool just incase
* a new egg
* mom can we have webedit. no, we have webedit at home
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* soap reagent and soapy water
* make soapy water recognizable
* Fix tile cleaning bug
CleanDecalsReaction was able to take more than the reactVolume it was given.
* make soapy water an evaporating reagent
* Tile reactions when mopping
* Fix indescribably soap flavor
* Adjust soap flavours
Soap and soapy water now taste clean and syndie soap tastes like punishment.
* Better soap numbers & DeleteOnSolutionEmpty
* Changed TrashOnEmpty to TrashOnSolutionEmpty
* Last TrashOnSolutionEmpty change
* Fix merged code not compiling
* Requested changes.
* Add DumpableSolutionComponent
Separates out the component from "DrainComponent" that allows one to drag a bucket/any reagent container onto a drain/sink/toilet to empty it and allows other reagent containers to reuse the code effortlessly.
* Give the ChemMaster 4000 the DumpableSolution Component
Allows drag and dropping solutions into the ChemMaster much like you used to be able to do exclusively with drains. This also allows dumping jugs into them.