8bfa18face27b4c3241d1663eab18ace331eb385
27 Commits
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df584ad446 |
ECS damageable (#4529)
* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute |
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c209e3f29b |
Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now |
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32d99eaba9 |
Damageable Refactor 3: Revenge of the Instamerge (#4524)
* Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * push DGP for example * update damagecomponent across shared and server * fix a few bugs * Fix Merge issues * Refactor damageablecomponent update (#4406) * Fixing merge. I messed up part of the merge. this should fix it? * Barotrauma now uses prototypeManager As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency] * FlammableComponent now uses prototypeManager * SuicideCommands now use prototypeManager * Changed many files to use prototypeManager to resolve damaege prototypes Yeah.... prototype references would be very nice. maybe this was all a waste of time. * Grouping prototypeManager.Index with datafield definitions This will make it easier to eventually add prototype references * removed unused variable * Moved lines around. Lines now consistent with other TODO PROTOTYPE blocks * Grouping more prototypeManager.Index with datafield definitions * Removed unnecessary code * Added more prototypeManager indexing These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit. * Remove redundant _damage field * Remove redundant _currentTemperature * Moved variables down * Added prototypeManager indexing to TemperatureComponent * WeaponComponent/System now use ProtptypeManager And as far as I can tell damageType is required, and therefore should never have been null anyway? * Make ranged weapon clumsy fire effects datafields And yes, the order in which the clumsy effects occur is very important. * Made damage on vital body part loss a datafield * Renamed several damageGroup variables to group * Capitalised DamageListToDamageGroup * Make radiation and explosion damage types datafields * Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs * Fixed mistakes Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent * Added necessary code Is something tragically wrong? * MeleeWeapon damageType is not actually required * Fixing someone else's mistakes A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully? * Changed and renamed damageTypeToDamageGroup Previously would incorrectly return the total container damage for each group, not the total in the group * renaming varitables * Renamed variable DamageClasses * Added dictionary converting functions * Added ID-keyed dictionaries * Making MedicalScanner use ID dictionaries, instead of prototype dictionaries Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing. * Fix Medical Scanner * Summary (required) The joke here is that this fixes the empty summary. * Removed DamageableComponent.GetDamageGroup/Type * Renamed "damage classes" to groups. * Update ChangeDamage description * Replaced Heal() with SettAllDamage() Heal() was just a confusing name, * More Class -> Group renaming * Replace Class with Group in yaml files DamageClassTrigger does not appear in any yaml? only in testing? DamageTypeTrigger appears only in human.yaml? HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!? * Fix _prototypeManager being null errors. * Changing comments Where are the prototype references * MetabolismComponent doesn't give free heals anymore. * Changes HungerComponent healing. Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING. * Generalised a function in DamageableComponent and moved it to DamageGroupPrototype previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead. * modified DamageableComponent.ChangeDamage() ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing. Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing. Also made some general changes to ignoreResistances() * Changed class->group and added missing damage type functionality to DamageContainerPrototypes * Added Comments to damage.yml * Misc Changes to DamageableComponent * Differentiated between group support and group applicability So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far. * Added proposed alternative to ChangeDamage() * fixed error in DamageGroupPrototype * Changes to DamageableComponent Lots of changes to comments. Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files) Some minor logic changes, mostly for incorrect descirptions of boolean return values. Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter * Generalised MedicalScannerComponent If needed, can print miscellaneous damage types now * Fixed HealthChangeMetabolism bug * Changing Comments around * More questions * Made Barotrauma default to blunt * Fix RejuvenateTest.cs * Comments * Coments and variable names * fix some master-merge issues * Removed redundant fields * Misc changes for readbility of PR diff * Consistent naming * Fixed atmos damage bug * Removed Ranting * Fixed Hunger after I broke it * Fixing Bugs * Removed stupid question * Removed more stupid questions * Fix potential null errors. * Made boolean return values consistent Also renamed several functions, to make it clear they return a bool. Docs were also updated. * Removed IoCManager.InjectDependencies() * Removed unnecessary 'suffocation' prefix * Fixed Spelling Also removed accidentally left in logger call * Fixed Medical Scanner * Apply suggestions from code review Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Changing comments and whitespaces * Made damage thresholds trigger datafields required * So many typos * Changes to DamageableComponents Changed documentation in IDamageableComponent Made testing code more readable. Relabelled groups as 'Applicable' either 'Fully Supported' * Removed function and degeneralised * Update DamageableComponent.cs Removed unused parameters Fixed Networking * Added IoCManager.Resolve * Now using alternative TryChangeDamage() * Removed function from DamageGroupPrototype * Removing comments * Remove bad if statement? * Fix damageChanged ordering * Fix hurt server command * Changed //TODO PROTOTYPE blocks Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once. Also added default damage types to some more datafields * Update Content.Shared/Damage/Container/DamageContainerPrototype.cs Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * renamed _accumulatedHealth -> _accumulatedDamage and added TODOs * Another class-> group * Fix bug in generalisation of damage container prototypes * Addes Tests to make sure I dont keep adding bugs to my own code. * Changed Return values when setting * Removed unused class * Added more tests, split tests into three files * Made damage types public and VV read-write-able * Minor changes to DamageableComponent Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields * Fix Suicide, by adding IoC Resolve() * Fix DamageGroupTrigger bug * Fix typos in tests * Change comments./docstrings & spacing * Merge tests, use test prototypes Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Fix merge issues Co-authored-by: Silver <Silvertorch5@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> |
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e708091518 |
Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit
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20bf5739a9 |
Refactor Damage to use Protoypes (#4262)
* Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * Revert "#3935 implemented suggestions from PR" This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a. * #4219 revert of single sound removal in EmitSoundSystem * #4219 single sounds in EmitSoundSystem should work now * #4219 some small project tweaks * push DGP for example * update damagecomponent across shared and server * fix a few bugs * #4219 upgraded EmitSoundSystem to use SoundSpecifier * replacing sound (collection) names with SoundSpecifier - part 1 * #4219 pr tweaks * #4219 pr tweak (cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af) * emitsoundsystem tweak * first windoor commit * finished yaml * windoors work #Dab * sound + locked prototypes * Inserted SoundSpecifier where appropiate * added comment * removed TryGetSound + made some SoundSpecifier datafields required * changed some prototypes' sound paths * test fixes * Fix Merge issues * Made plasma grindable (#4334) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Automatic changelog update * Fixes invalid yaml line (#4408) * Fix potential timer exception * SetTile during extensions test (#4409) Mainly so it can actually account for accurate grid bounds when doing the test Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> * Update submodule * GasFilter appearance, EnabledAtmosDeviceVisualizer improvements. * Add Enabled property to SubFloorHideComponent, make it networked. (#4404) * Refactor IDoorCheck into entity events (#4366) * IDoorCheck refactored to events # Conflicts: # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Doors/Components/AirlockComponent.cs # Content.Server/Doors/Components/FirelockComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Doors/IDoorCheck.cs * namespaces * Fix mapinit bug with refreshautoclose * ok i guess these just didnt feel like staging today * Automatic changelog update * AtmosDevices can optionally process in space. (#4405) Refactors some misc atmos things, too. * Fix gravity generator yeeting * Enables nullables for atmos internals * Meth (#4186) * adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Random offset for DefaultGrid every round (#4411) * Random offset for DefaultGrid every round This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it. * Fix clickable test * Fix entitysystemextensions * Automatic changelog update * Document a few atmos classes. * Update submodule We do a little bit of debugging * Make pulling feel less crap (#4414) Something something pulling refactor someday * Automatic changelog update * Comment joint prediction * Add CVar for random grid offset, disable it by default. * Fixes not taking pressure damage in space. Fixes #4415 * Automatic changelog update * Adds an alternate jumpsuit for botany (#4419) * Adds an alternate botanists jumpsuit * Updated license information * Automatic changelog update * Added two new small areas to maintenence (#4359) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Updated meta.json to standard * Update meta.json to standard * a * Revert "Update meta.json to standard" This reverts commit |
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49b81b2587 |
Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff * Wrong ghost * Simping for Swept * Merge cleanup * IT'S ODNE Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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bf43141c96 |
Meth (#4186)
* adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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8aa4f998de |
Metabolism refactor (#4395)
* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system * move LiverBehavior metabolism logic to Metabolizer * minor tweaks and update all YAML * how about actually taking conditions into account * off by one * removals * reviews |
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85d0b57f8b | Fixes organs being unconsumable | ||
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685f7008a6 |
Makes organs consumable (#3754)
* Slightly reorganizes Body yaml * Slightly reorganizes Body yaml * You can now monch all organs * Rewrites Mobs/Species/.rsi meta.jsons and replaces some human organ sprites * ReIDs organs and does some more cleanup |
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0ac4c0e85c |
SKREEEEEE (#3706)
* Import bird sprites and define basic mob. * SKREEEEEEEEE * Move hair styles to new sprite accessory prototypes. Basic stuff, no multi-species stuff yet. * Vox hair styles and clothes * Make HumanoidCharacterProfile.Default() a static default to fix tests. Usages that wanted the previous random behavior now call Random(). * Remove names from hair style prototypes. (They're in localization files) * Update Content.Shared/Actions/ActionType.cs (sk)reeee github Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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72ee101907 | Fixes not being able to ghost on move when you're a head or brain | ||
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5c50b1f6ed |
Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> |
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338d6fe704 | Adds slime people (#3320) | ||
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7b3e25b3ef |
Basic liver mechanism (#3424)
* Basic liver mechanism * makes the stupid thing work |
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df8a69d5cd |
Add all missing descriptions (HELP WANTED) (#3269)
* Add TODOs and some improvements * Removed "" * added descriptions custom not ported. * vent description custom not ported. * scrubber description custom not ported. * Update scrubbers.yml * update description custom not ported. * computer frame description * machine frame descriptions * Vending machine descriptions Mostly from TG, some custom. * description ported tg * updated descriptions Custom descriptions. Need dynamic APC connector wire description (it's actual range). * description ported tg * description custom * Descriptions Not sure we needed them because it's self explainatory but oh well, now everything is described. Empty lights have no name or description so have left blank for now. * descriptions custom * descriptions custom * Added "" to descriptions Plus some changes. * Missed "" * Updated A to It's a * Auto stash before merge of "descriptions2" and "Peptide90/descriptions" * Fix vending machines * Remove TODOs * Fix Chocolate vending machine * Remove all fixed TODOs and small fixes Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> |
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6a19dd9f02 | You can no longer move a PC entity unless it has a PlayerInputMover (#2987) | ||
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12c733654c |
Basic gibbing (#2973)
* Adds gibbing * Adds adminbused absurd-damage foamblade * Sane parts * BaseOrgan -> BaseMechanism * Do not do random offset on shared, fix killing oneself with click attacks * BaseMechanism -> BaseHumanOrgan -> *stuff* * Account for prediction, again * Add gibbing sound |
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02bca4c0d8 |
Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern |
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fa115dbd23 | Fix stomach not having a solution container (#2677) | ||
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6b4a39006e |
Make mechanism behaviors properly update, fix eating and drinking (#2472)
* Make mechanisms properly update and fix eating and drinking * Remove outdated component ignores * Fix nullable error * Fix mechanism behavior events * Remove unnecessary code |
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8f98e14522 | Remove plural property from body parts (#2294) | ||
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7d4da8950b | Test implants are abstract for now. (#2248) | ||
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dd385a0511 |
Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine |
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d90c3295e6 |
Nukes Iconcomponent (#2102)
* pfew * preview_state * ship it * weird stuff * fucked up rebasing * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> |
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b8bf100277 |
Feature/1754 kill player on body parts missing (#2014)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added isVital flag for body parts Automatically killing creature if last vital body part removed Marked head as vital part |
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b051261485 |
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> |