Commit Graph

822 Commits

Author SHA1 Message Date
zumorica
7f19381bec Ghost command, some other stuff 2020-03-03 20:37:26 +01:00
zumorica
055f09d501 Button to return to body 2020-03-03 19:10:25 +01:00
py01
6c6ef3911d InRangeUnobstructed check for construction start and step progre… (#773) 2020-03-03 17:03:58 +01:00
Víctor Aguilera Puerto
d1ff84e95d Add CanAttack to IActionBlocker, prevent using guns when dead (#769) 2020-03-03 15:10:09 +01:00
py01
5e2cac78ac Fixes melee/hitscan raycast through airlocks (#777) 2020-03-03 15:09:07 +01:00
py01
6e4b72f6cb Medical scanner eject collision fix (#767)
* MedicalScanner ejection location

* MedicalScanner bounding box change
2020-03-03 14:40:57 +01:00
py01
196950fb7e Gun Code Modularization + Magazine Fed Shotgun (#751)
* 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
2020-02-29 18:09:41 +01:00
Víctor Aguilera Puerto
4b1fd4cfd1 Don't unvisit before transferring mind (#760) 2020-02-29 16:09:03 +01:00
Víctor Aguilera Puerto
60d6b4af7d You can now pickup items inside obstructions (#759) 2020-02-28 17:52:18 +01:00
Víctor Aguilera Puerto
2df0f884ba Fix bug where InRangeUnobstructed wouldn't check for hard collid… (#748)
* Check for hard collidables too.

* ...and that's why you don't code at 7 AM!

* fugg
2020-02-28 16:29:45 +01:00
Acruid
3011c06460 You can now pick up items that are not on a grid.
API changes for IMapManager.TryGetGridAt().
2020-02-27 02:12:57 -08:00
Leo
a99919538c Fix vending machine eject animation being played twice (#749) 2020-02-27 04:30:58 +01:00
Pieter-Jan Briers
37df6e6a11 Update submodule and fix race condition in wire component init 2020-02-27 00:16:39 +01:00
Pieter-Jan Briers
cad06813a8 Notify message on changing state of InjectorComponent 2020-02-24 17:40:24 +01:00
Pieter-Jan Briers
58ab7631c2 Give every job their fancy ID types. 2020-02-24 16:58:25 +01:00
Injazz
15fa417a4f Explosion now throws affected entities, fixes probability/severi… (#732)
* 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>
2020-02-24 03:52:15 +01:00
Víctor Aguilera Puerto
090dd8cee8 ControlMob verb and command (#724)
* ControlMob verb and command, mobs have MindComponent by default

* Use IActorComponent instead of MindComponent for User entity.
Fixes using Control Mob while aghosting/visiting an entity.

* Use static Loc class
2020-02-24 03:49:40 +01:00
Pieter-Jan Briers
8a5e879633 Glass airlocks actually let light through. 2020-02-24 01:55:44 +01:00
moneyl
1b7860aeda Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* 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.
2020-02-24 01:47:33 +01:00
Pieter-Jan Briers
d8291ed9c4 Shadow & FOV stuff (#735)
* Content fixes for shadow/occluder stuff.

* Observers don't have FOV.

* Update submodule
2020-02-23 17:30:45 +01:00
ShadowCommander
a3e61a77db Implement StorageFillComponent (#726) 2020-02-23 00:40:09 +01:00
py01
ad4dd335b8 Sound for burning your hand on a powered light (#733) 2020-02-23 00:39:00 +01:00
4dplanner
b0e3ab3393 MovementSpeedModifierComponent (#721)
* 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
2020-02-23 00:37:56 +01:00
Rohesie
ffe55648b6 BaseTurfs (#699)
* tweaks

* Baseturfs

* dotnet messages

* indentation

* comment

* Change requests

* Smaller diff

* Diff
2020-02-23 00:30:36 +01:00
Víctor Aguilera Puerto
4f397e1ce2 Fix warnings (#723) 2020-02-23 00:28:50 +01:00
Acruid
ee6eec9c40 SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00
Acruid
e719745b10 Removed the Sender object from events. If you needed this field, add it to the event class. 2020-02-19 14:39:00 -08:00
Acruid
c51533686b Updates the Content EntitySystems with the changes to the event API.
Visual Studio wants to update the version of the solution, and change some GUIDs around.
2020-02-18 19:43:54 -08:00
moneyl
5f030cdf93 Improve addai error handling and help message (#708)
* 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.
2020-02-17 00:21:15 +01:00
micheel665
987a39c25e Added a button to add entities to storage items (#709) 2020-02-17 00:19:35 +01:00
py01
b2b8021d9b Adds rsi sprites for bureaucracy items, fixes pen and paper spri… (#711) 2020-02-17 00:16:06 +01:00
Víctor Aguilera Puerto
70c41f63b0 Adds InRangeUnobstructed method to InteractionSystem (#698)
* 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.
2020-02-16 23:04:06 +01:00
Profane McBane
9e368b336f Let stacks specify if they get thrown as one item, or individual… (#679) 2020-02-13 23:43:02 +01:00
Qustinnus
de094ddacc Fixes the direction humans turn to when throwing something (#686)
* Fixes the direction humans turn to when throwing something

* shorter
2020-02-13 16:21:29 +01:00
Víctor Aguilera Puerto
934f6fb7e2 Add OnDamaged method to IOnDamageBehavior (#685)
* Add OnDamaged method to IOnDamageBehavior

* Adds Source, SourceMob to OnDamage.
2020-02-13 15:57:40 +01:00
Daniel Thompson
b4b0f6e04b Adds config options for diagonal movement (#684)
* Adds config options for diagonal movement

* Addresses comment
2020-02-13 15:10:09 +01:00
Víctor Aguilera Puerto
f8a64bcd5c Prevent items from being dropped across impassable entities (#670) 2020-02-12 00:01:44 +01:00
adrian
9544099c99 Paper and pen (#582)
* A very basic paper and pen implementation

* Removes SharedWriteComponent

* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Pieter-Jan Briers
16016461c1 Merge branches 'kestrel' and '20-02-09-kestrel' 2020-02-09 23:20:23 +01:00
Tyler Young
f34d447bde Update MoMMILink to use Kestler StatusHost handlers. 2020-02-09 09:25:48 -05:00
adrian
253972d529 Fixes placing objects on closed lockers (#658) 2020-02-09 10:42:12 +01:00
Pieter-Jan Briers
913b4d97a1 Allow more lobby parameters to be configured. 2020-02-08 21:23:37 +01:00
Profane McBane
c7043d20b1 Fixes melee combat (#655) 2020-02-08 20:46:45 +01:00
moneyl
a2a3e5e2e4 Fix issues with exploding items from own hand (#645)
* Fix crash in CameraRecoilComponent from NaN values

Doesn't proceed with camera shake if either component of recoil is NaN.

* Log NaN recoil value in CameraRecoilComponent

* Fix ExplosionHelper passing NaN recoil values when exploding from hand

With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
2020-02-08 20:46:12 +01:00
Pieter-Jan Briers
eb7c80ba7a You can no longer place unless you are in admin or sandbox. 2020-02-08 20:45:02 +01:00
Pieter-Jan Briers
6d9f2b5a68 Fix attack sounds playing globally. 2020-02-08 18:26:01 +01:00
Markus W. Halvorsen
595ffb3237 Clamp out of range item drops (#631) 2020-02-08 15:32:21 +01:00
ShadowCommander
d1c5cf9607 Fix TemperatureComponent (#620)
* Remove TEMPERATURE Net ID

* Remove Temperature NetID
2020-02-08 11:29:06 +01:00
ShadowCommander
4515b5a0af Fix wires getting placed when picking up a wire coil (#628) 2020-02-08 11:27:18 +01:00
Profane McBane
fec20133d9 disable collisions between mobs (#625) 2020-02-07 15:15:06 -08:00