Commit Graph

96 Commits

Author SHA1 Message Date
Víctor Aguilera Puerto
d9ae942759 Make InteractUsing async, make tools use DoAfter. (#1772)
* Make IInteractUsing async, make tools use DoAfter.

* Disable warning 1998 in Content.Server

* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
2020-08-18 14:39:08 +02:00
Víctor Aguilera Puerto
b7c595ef36 Fix crime against humanity 2020-08-06 15:28:37 +02:00
Víctor Aguilera Puerto
85df48a700 Adds atmos (#1389)
* Add initial atmospherics framework

* Make walls and airlocks airtight

* Add the basic atmosphere gas system

* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils

* Optimize vending machine code a bit.

* Address feedback from Atmos PR, make code compile

Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.

* Improvements to the existing ZAS prototype (#996)

* Rename Volume -> Quantity in GasProperty

This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.

* Replace Gas enum with GasPrototype

Unused as of yet, but laying the groundwork for future changes.

* Update AtmosphereMap, improving maths

Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.

Fixed a maths mistake in the original code involving unit conversions.

Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.

* Fix merging, splitting logic for zones

Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.

* Improvements to atmos code, reorganising of types

Moved GasPrototype to shared, because it's going to be used by the
client later.

Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.

Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.

* Switch zones back to MapIndices

Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.

* Add zone debugging overlay

This is the first example of zone information being sent to a client.

It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.

* Fix position of atmos zone debug text

* Make AirtightComponent only activate on MapInit

This should stop it splitting atmospheres in mapping.

* Doc comments improvements to AtmosphereMap

Fix some malformed comments, inherit some useful docs, document some
more functions.

* Add zone logic for changing tiles to/from space

Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.

* update engine

* right

* Cleanup code

* Port GasMixture, further cleanup

* Fix windows not being airtight, some other stuff

* Work on atmos

* Difference between ZoneBlocked and AirBlocked

* Big GridAtmosphereManager cleanup, zones are broken now oops

* Remove zones, add excited group implementation

* Further cleanup

* Further work on atmos

* Work on gas overlay.

* PumpGasTo and ReleaseGasTo methods for GasMixture.

* Adds Tile Overlay System.

* More work on atmos

* Gasses spread, equalize and all that

* Fix a few crashes

* Gas can actually spread from room to room after opening airlocks

* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.

* More work

* Remove atmoschem, add "performant" gas overlays

* what the fuck git

* More work I guess?

* Fix stuff, create a few (empty) components for future work

* Fix temperature

* Fix tile air sharing

* Atmos optimizations

* Further atmos optimizations

* Even more optimizations!

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Address a few reviews

* Oops, forgot to remove this

* Update Content.Server/Atmos/AtmosphereMap.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Fix compile

* Improved client gas tile overlays

* Less allocations

* Even less allocations!

* some stuff dunno

* Big refactor time, oh yeah

* it truly is 1 AM

* bruh

* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌

* Basic atmos serialization

* Fix bugs, add VV attributes

* Start adding stuff for gas reactions

* Add a few atmos commands

* Fill gas command

* Changes to gas opacity

* Fixes I guess

* Fixes, add space wind sound

* High pressure movement!

* Better high pressure movements.

* Fix direction, maybe?

* And now it works great

* Science!

* and this is why you don't trust people

* remove logging

* Turns out I'm fucking dumb

* Work on hotspots and reactions, add tritium gas

* IGridAtmosphereComponent interface! For future unsimulated grids.

* Makes atmos updates NoGC.

* C E A S E

* Add settemp atmos command

* Important reminder.

* Remove useless AtmosCooldown.

* More work on hotspots

* Overlays for hotspots. Fire works!

* Turns out I suck at coding

* Fire texture change

* Yeah let's make that an absolute value, hmm?

* Support for atmos after teleporting grid (more or less)

* fix attempt (doesn't actually fix it)

* Make static variable not static

* Remove magic numbers

* Stopwatch moment

* Slight cleanup.

* More cleanup.

* Atmos optimizations

* Fix build

* Remove useless ghost atmos shit

* Adds CanSeeGases component for gas overlay stuff

* Component and prototype ignores

* ExcitedGroups now dispose on being merged with others

* Some tweaking.

* Atmos now uses frame time for updates.

* Nullable boogaloo

* IExamine fix

* Fix build

* Fix restartround

* Atmos tweaking, use invalid direction

* Increase high pressure movement force

* Better sort

* Update submodule.

* NULLABILITY AAAAH

Special thanks to monster860 and all monstermos contributors!

Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
Tyler Young
de274de9e3 use CannyFastMath in various places even where it might not be any different
also update a bunch of packages

clean up redundant YamlDotNet references
2020-06-14 09:36:53 -04:00
Pieter-Jan Briers
29365353a5 Remove SharpZipLib and System.ValueTuple dependencies 2020-06-13 03:13:34 +02:00
Pieter-Jan Briers
4ebba74b1f Update submodule and fix ARM builds. 2020-06-09 00:17:11 +02:00
Tyler Young
f34d447bde Update MoMMILink to use Kestler StatusHost handlers. 2020-02-09 09:25:48 -05:00
Pieter-Jan Briers
559367ee55 Content.{Client,Server} are now Exes that can be ran. 2020-01-22 20:17:32 +01:00
Pieter-Jan Briers
ba88b2b1da Update NuGet dependencies.
EFCore excluded because I'm still using .NET Core Runtime 3.1.0 instead of 3.1.1
2020-01-20 20:44:36 +01:00
DamianX
a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
DamianX
c4ea6e53e8 Use EFCore to store preferences (#506)
* Use EFcore to store preferences

* Fixed nullabilty warnings
2020-01-15 15:10:18 +01:00
DamianX
f19795edaf Added preferences backend (#465)
* Added preferences backend

* Gender -> Sex

* ClientPreferencesManager properties

* Username validation

* Fixed client init

* WIP db

* Actually working sqlite db

* Dropped shitty sqlite libraries, dropped DbUp, added MigrationManager

* Added profile deletion, test

* Docs, sanity, tests, cleanup

* Cleaned up profile and appearance, fixed running on .net core

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2019-12-22 13:47:34 +01:00
Pieter-Jan Briers
1e696edcff Use C# 8. 2019-12-17 16:09:10 +01:00
Pieter-Jan Briers
a9f148c04e Let's pray it all works 2019-12-16 00:46:09 +01:00
Pieter-Jan Briers
5716671dcf Fix some compiler warnings. 2019-08-29 16:59:59 +02:00
Pieter-Jan Briers
ecb7cd3c66 Update all the NuGet packages & submodule. 2019-08-27 22:39:32 +02:00
Pieter-Jan Briers
77216af44e Don't copy project dependencies for content projects.
#850
2019-08-22 18:44:35 +02:00
Pieter-Jan Briers
3488ca0173 Try to work around space-wizards/space-station-14#284 2019-08-03 15:07:47 +02:00
Pieter-Jan Briers
8cf5195db6 .NET Core support.
Also dropped x86 because apparently unit tests still work.
2019-08-02 22:45:41 +02:00
Pieter-Jan Briers
f97977323a Improve integration testing 2019-06-29 01:58:16 +02:00
Injazz
10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent

* remove garbagee

* assets

* tile mass deletion baby

* grenades

* tweaks

* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs

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

* Ex_act based on damage, fixes and tweaks

* One finishing touch

Done the most cringe way

* ex_act explosions, tables are destructible now

also adds fuel tanks

* adds ex_act to mobs
2019-06-07 13:15:20 +02:00
Pieter-Jan Briers
56bccdbc3e Update submodule, update NuGet dependencies. 2019-05-29 14:04:57 +02:00
Pieter-Jan Briers
996b45a04f Project File Refactor (#241)
* Project file refactor, content edition

* Update submodule
2019-05-28 00:18:29 +02:00
Pieter-Jan Briers
a903ffb105 Allow admins to change round preset. 2019-05-15 15:49:02 +02:00
Pieter-Jan Briers
9a1f37d476 Update submodule, switch to .NET Framework 4.7.2 2019-05-11 16:10:09 +02:00
Pieter-Jan Briers
90620db5f8 Adds shoddy death match system.
It barely even works but oh well.
2019-05-08 09:55:36 +02:00
Pieter-Jan Briers
e35d5390db Storage system refactor & map init.
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
  Use an appearance visualizer instead.
2019-05-05 18:52:06 +02:00
Víctor Aguilera Puerto
fe0414eda7 Lathes (#207)
* Recipe stuff.

* Lathe GUI and stuff

* god dammit

* Lathe menu works, yay.

* EventArgs henk

* Some work

* SS14 -> Robust

* More SS14 -> Robust

* Lathe materials

* Lathe works, Lathe GUI, Queue GUI, etc

too many changes to name them here

* Remove materials button, add ViewVariables and update lathe on connect

* Add Autolathe RSI

* Adds new recipes, fixes a few bugs.

* Remove unused ScrollContainers

* Use same delegate for spawn.

* Removes client-side LatheComponent in favor of BoundUserInterface

* Remove GetMaterial and TryGetMaterial

* Use auto-properties in a few places.

* Adds LatheDatabase, and a bunch of other changes

* Remove useless log.

* Remove lathetype from prototypes.

* Turns Storage, Lathe and Database into autoproperties

* Remove Hacked property from LatheRecipePrototype

* Remove unneeded dependency injection from components

* Refactors LatheDatabaseComponent to use ComponentState

* Refactors MaterialStorageComponent to use ComponentState

* Oopsie

* Another oopsie

* Last oopsie, I hope

* Fix missing Close call.
2019-04-26 15:51:05 +02:00
Pieter-Jan Briers
747cb15888 OOC <-> Discord link. (#201) 2019-04-17 23:31:43 +02:00
PrPleGoo
903961771b Actual lockers (#195)
Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
2019-04-17 23:26:00 +02:00
Silver
a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers
52af7d27da Re-implement chat in content. (#198)
* OOC is a word.

* Re-implement chat in content.
2019-04-13 09:45:09 +02:00
PrPleGoo
77753debeb Leather gloves and an LED tube light. (#187)
Added BurnTemperature to bulbs.
Added HeatResistance to clothing and species.
Added HeatResistanceComponent which resolves armor vs skin.
Made the hand burn on lamps only happen when heat resistance is too poor.
2019-04-06 17:11:51 +02:00
Pieter-Jan Briers
f5bb790edb Footstep sounds. (#182) 2019-04-05 02:04:34 +02:00
Pieter-Jan Briers
0fe1407214 Move movement to client. 2019-04-04 16:18:43 +02:00
ScumbagDog
1af1ee2ad4 Made a fancier lasergun (#174)
Laserguns now have an internal capacitor that can be recharged by using it with a power cell

Makes the final fix for #138
2019-04-01 20:06:43 +02:00
Pieter-Jan Briers
2bfb03cd29 Update submodule, unfuck scripts, clean up solution file. 2019-03-30 23:20:50 +01:00
Silver
0869b05ffd Update Projects and References 2019-03-30 00:31:45 -06:00
Víctor Aguilera Puerto
d090e98bd4 [Ready] SoundComponent (#164)
Requires https://github.com/space-wizards/space-station-14/pull/768

- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
2019-03-28 14:31:49 +01:00
Víctor Aguilera Puerto
4f2ae14b3f Light bulbs can now be colored! (#154)
-Also fixes a bug where bulb type didn't matter when inserting a new bulb into a light fixture.
-And a bug where bulb state changing didn't change the light itself.

P.S. Also note I didn't add any colored lightbulb prototypes, as I don't think they're necessary right now. To see the changes, please use VV! In the future, it might be possible to change the lightbulb's color with a multitool or something in-game.
2019-03-23 22:30:05 +01:00
Pieter-Jan Briers
0882435293 Fancy guns. (#152) 2019-03-23 15:04:14 +01:00
Víctor Aguilera Puerto
b3aa1f6dcd Wall lights now require light bulbs. (#151)
* Adds light_tube.rsi

Sprites taken from CEV Eris!

* Adds LightBulbComponent

* Wall lights now use light bulbs!

* Light bulb now updates its sprite when it changes.

* Comments the code.

* Adds license and copyright to new sprites
2019-03-22 23:59:13 +01:00
Injazz
3b40b4aafa Healing component and Medkit (#143)
Medkit to heal yourself and your buddy
known issues:
- [ ] it doesn't restore screen effects that happens when health status go into crit and dead
2019-03-21 16:55:16 +01:00
Pieter-Jan Briers
e1f6a2bbd5 Spawn point system.
Hey we can place spawn points on the map now instead of hardcoding them!
Spawn points are simply invisible bare bones entities.
2019-03-17 15:52:27 +01:00
clusterfack
37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00
Pieter-Jan Briers
ef3007a603 Parallax (#131) 2018-11-30 21:54:30 +01:00
Pieter-Jan Briers
0230323563 Implement server status content side. 2018-11-26 10:02:47 +01:00
Pieter-Jan Briers
574512f1bf Extremely basic game ticker. (#126)
You can theoretically restart the round (resetting the map) now, but it breaks very badly if a client is connected due to various edge cases/race conditions.
2018-11-22 10:37:58 +01:00
Pieter-Jan Briers
f91488fa27 Popup message notifications. (#125)
* Popup message system v1

* Networking for the popup notifications.

Ship it.
2018-11-21 21:11:30 +01:00
Pieter-Jan Briers
b0f212bad5 Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00