Commit Graph

860 Commits

Author SHA1 Message Date
DamianX
63b98f26a6 Fixed a bunch of unused variables warnings (#492) 2019-12-15 14:12:23 +01:00
Pieter-Jan Briers
95fe7fdd25 Reduce sprint movement speed. 2019-12-11 07:23:11 +01:00
Pieter-Jan Briers
7f188b0f44 Disable sprinting.
Now you always sprint.
2019-12-07 17:16:56 +01:00
moneyl
4cf8e18d1f Fix bug with chemical reactions which cause other reactions (#475)
SolutionComponent.CheckForReaction only checks for a reaction once, meaning that if a reaction generates reagents that create a solution that's valid for another reaction, that second reaction doesn't occur. This fixes that by repeatedly checking for a reaction until no more occur.
2019-12-04 13:51:05 +01:00
L.E.D
fac91af34d new layers (#483) 2019-12-01 15:20:50 +01:00
moneyl
542428df32 Fixes the player being able to use the chem dispenser when they'… (#480)
* Fixes the player being able to use the chem dispenser when they're dead

Adds a check to `ReagentDispenserComponent.OnUiReceiveMessage()` that checks if the players `SpeciesComponent` has a damage state that prevents them from interacting with the chem dispenser.

* Switch to use ActionBlockSystem instead of checking SpeciesComponent directly
2019-11-29 17:04:36 +01:00
ShadowCommander
adaf0ade52 Fix crash on restart when a Airlock is opening/closing (#481)
* Fix crash when _appearance is null

Added a function to error check and set _appearance.SetData.

Added cancellation token which should stop the Timer, but doesn't seem to right now.

* Fix missing CancellationToken causing a crash

This delay would delay _appearance.SetData until after _apppearance was set to null when the component was removed causing a null reference exception.
2019-11-29 16:53:26 +01:00
Pieter-Jan Briers
4265fac7b8 Welders now play sounds when toggled. 2019-11-29 16:46:25 +01:00
L.E.D
c213fa8cdf object break sounds (#477) 2019-11-28 14:37:03 +01:00
L.E.D
9cfa0d447a Stack popups (#470)
* stack popups

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

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* change wording
2019-11-26 20:17:28 +01:00
Víctor Aguilera Puerto
fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* 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
2019-11-25 00:11:47 +01:00
Ephememory
d63c879404 Crowbar floor tiles and placement (#429)
* Adds tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing

* fixes

* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.

* Changes per review request

* move stack.use and if statement
2019-11-23 22:10:05 +01:00
dylanstrategie
17b31c417b Rejunevate now satiates hunger and thirst plus code quality (#456)
* Change Rejunevate to satiate hunger and thirst whenever applicable

* More progress

* One more before rebase

* Shit

* Bop obsolete using

* Verb will not show on non-applicable objects
2019-11-23 21:57:02 +01:00
dylanstrategie
421847e9d3 Add filled toolbelt variant for easy engineering (#458)
* Add filled toolbelt variant for easy engineering

* Petty newline
2019-11-23 21:56:32 +01:00
DamianX
3a7a3a89ba Added hair, facial hair, magic mirror (#452)
* Added hair, facial hair, magic mirror

* I forgot to commit the textures lmao

* Use shader to fix hair color blending
2019-11-23 21:55:46 +01:00
dylanstrategie
4198b6dc4e Medkits are now a container plus filled version (#457) 2019-11-23 21:39:12 +01:00
ShadowCommander
1580750606 Implement Cargo Console (#413)
* Implement Cargo Console

Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.

Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.

Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.

Implement basic spawning of items from approved orders in CargoOrderDatabase.

* Finish Cargo Console

Add validation to make sure Order Amount is one or more.

Implement approve and cancel buttons to CargoConsoleMenu orders list row.

Add price to CargoConsoleMenu product list row.

Implement CargoOrderDataManager to consolidate CargoOrder lists.

Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.

Implement canceling orders.
Implement approving orders.

Fix sprite links.

Implement Cargo Request Console.
2019-11-22 01:37:14 +01:00
metalgearsloth
58709d2d26 Add power cell and weapon chargers (#430)
* 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
2019-11-21 23:48:56 +01:00
Ephememory
94c00dda95 Fix various bugs with construction (#446) 2019-11-21 23:46:37 +01:00
moneyl
3ab8036363 De-hardcode chemical metabolism of StomachComponent (#437)
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder

* Replace hardcoded StomachComponent metabolism with IMetabolizable

The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.

* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence

Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.

* Additional comment on function

* Make metabolizer interface implementations explicit

Also removed some unused using statements

* Make StomachComponent._reagentDeltas readonly

* Fix misleading variable names and docs for metabolizables

Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
2019-11-21 23:24:19 +01:00
Ephememory
1f177a044d Fix flashlight PointLight radius (#438)
* Add radius to `HandheldLightComponent.cs`

* Revert handheldlightcomponent and simply specify radius to flashlight in yaml.
2019-11-21 15:23:09 +01:00
Pieter-Jan Briers
96b8ded8af Make melee weapons use raycasts. 2019-11-17 21:46:39 +01:00
ancientpower
32bd23f85e fixes power provider range calculation (#442) 2019-11-17 19:56:54 +01:00
metalgearsloth
480d3b26c4 Make nutrition less harsh (#439)
* 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
2019-11-17 02:26:31 +01:00
ZelteHonor
b2e2aef78d Rider static analysis (#433)
* 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
2019-11-13 23:37:46 +01:00
Ephememory
ef2b665ff0 R&D Equipment now require power to operate. (#428)
* Fixes: #392

- Make Lathe require power to interact with or produce.
- Make R&D Console require power to interact with.
- Add PowerDevice component to R&D computer.
- Add PowerDevice component to R&D server.

* Update LatheComponent.cs

* Update LatheComponent.cs

* Update ResearchConsoleComponent.cs
2019-11-12 15:35:34 +01:00
Pieter-Jan Briers
841bb101c5 Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
Ephememory
7198a7c78d Add cooldown to MeleeWeaponComponent (#426) 2019-11-11 22:21:29 +01:00
metalgearsloth
de148fc98f Add hunger and thirst (#363)
* 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
2019-11-11 22:20:03 +01:00
Ephememory
0d30bc2676 Add Eris' keyboard sounds to R&D Console. (#427)
* Add Eris' keyboard sounds to R&D Console.

* woah buddy thats not c# standard

* fix weirdly capitalized keyboard method

* thats silly
2019-11-11 00:46:27 +01:00
rok-povsic
e5150d3714 Fix crowbar distance to work on adjacent tiles (#424)
* Fix crowbar distance to work on max 1.5 tiles

* Use existing distance methods

* Use the existing InteractionRange
2019-11-10 21:50:13 +01:00
Ephememory
7032c8a92e Checks if user is in combat mode before allowing firing. (#425) 2019-11-10 10:59:26 +01:00
metalgearsloth
0b5759abe6 Port Discordia gloves (#419)
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
2019-11-06 17:23:35 +01:00
DamianX
1e425f3c28 Basic wrenchable component (#418) 2019-11-06 17:22:55 +01:00
DamianX
4720353fa2 Basic rotatable component (#416)
* Basic rotatable component

* Added counter-clockwise verb

* RegisterIgnore
2019-11-06 17:22:26 +01:00
Víctor Aguilera Puerto
7d307832a0 Adds /me command. (#414)
* Adds /me command.

* Update Content.Server/Chat/ChatManager.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2019-10-30 21:49:07 +01:00
metalgearsloth
12cf5559c2 Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects

All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.

* Change overlay / status effects to use states

* Change TryRemoveStatus to RemoveStatus

Doesn't return a bool so not trying.
Addressing PJB's feedback.
2019-10-30 16:37:22 +01:00
Pieter-Jan Briers
e4f3ea7798 You can now walk over dead people. 2019-10-30 16:27:49 +01:00
DamianX
738fbdd376 Wire colors are now unique (#407) 2019-10-21 23:54:29 +02:00
Pieter-Jan Briers
9a1e4450d8 Make ID console fancier. 2019-10-21 22:54:16 +02:00
Pieter-Jan Briers
6630e454c6 Clean up reagent dispenser and make it slightly better. 2019-10-20 01:30:38 +02:00
Pieter-Jan Briers
9a38577a18 Improve autolathe & protolathe visuals.
Used correct Eris autolathe sprite.
Gave them an unlit layer.
2019-10-14 09:57:57 +02:00
Pieter-Jan Briers
f3f05b0396 Correctly implement opening animation for airlocks with open maintenance panel. 2019-10-14 00:20:01 +02:00
Pieter-Jan Briers
fd109436e5 Localize & fancify all the examine tooltips with markup. 2019-10-13 22:49:07 +02:00
Pieter-Jan Briers
5db8cda0b6 Add sound effect to machine panel opening/closing 2019-10-13 19:45:25 +02:00
Pieter-Jan Briers
d113a738de Make Airlock hacking shut power to the entire PowerDevice.
This makes the power device report as "not powered" in the examine tooltip.
2019-10-13 18:29:57 +02:00
Pieter-Jan Briers
445e88cce8 Airlocks do not self close when depowered.
Fixes #390
2019-10-13 17:13:16 +02:00
Pieter-Jan Briers
33e11c0c3a Highlight "not powered" orange in PowerDevice examine.
Also localizes it.
2019-10-13 17:01:53 +02:00
Pieter-Jan Briers
370f4e140d Using crowbar on powered airlock returns true on attackby.
Fixes #388
2019-10-13 16:56:43 +02:00
Pieter-Jan Briers
be9dc90738 Disable unlit layers on unpowered airlocks.
Fixes #389
2019-10-13 16:39:21 +02:00