Commit Graph

1446 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
fa249b5f97 Fix bike horn sound not having pitch variation anymore. 2021-10-06 15:12:44 +02:00
Vera Aguilera Puerto
419edc710d Various improvements to job greetings. (#4777) 2021-10-06 22:51:11 +11:00
Leon Friedrich
6f50dd2f7b Make ItemCabinet use ItemSlots (#4771)
* pda slot names

* cabinets use item slots

* fix yaml

* fix tests
2021-10-05 14:55:45 -07:00
metalgearsloth
bc62e500fe Anchor some more stuff that should be anchored
They're all static bodies and aligned centre to the tile anyway sooo
2021-10-05 23:43:52 +11:00
metalgearsloth
7cea9d5861 Anchor racks 2021-10-05 23:31:39 +11:00
Leon Friedrich
6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00
Swept
a924b1505e Cuffs can no longer be put in your belt slot (#4757) 2021-10-03 15:53:52 -07:00
Swept
94214d86c6 Singularity is much more visible (#4759)
* Unshades the singularity

* Adds the pointlight
2021-10-03 15:53:44 -07:00
20kdc
b114f4a523 Update UI when the AME node group is changed, fix AME connection issues (#4750)
* Update UI when the AME node group is changed (fixes core count indicator being wrong)

* Fix connection issues between AME controller and cores

* Fix #4365 by properly propagating and clearing AME core injection state

* Fixes #4364
2021-10-03 13:33:28 +02:00
Galactic Chimp
61f1c8a05c #3898 open sprite field for drink comp (#4235)
* temp

* #3898 some progress on DrinkCanVisualizer

* Fixed implementation

* Moved drink can sprite layer definition to abstract parent

* Added open drink can sprites

* #3898 - fixes for drink cans' sprite field after merge + moved UpdateAppeareance from DrinkComponent to DrinkSystem

* Update Content.Server/Nutrition/EntitySystems/DrinkSystem.cs

* #3898 removed obsolete comment

Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
2021-10-03 15:56:29 +11:00
Alex Evgrashin
e5df8dbee3 Moving PDA to ECS (#4538)
* Moved pen slot to separate component

* Moved it all to more generic item slot class

* Add sounds

* Item slots now supports many slots

* Some clean-up

* Refactored slots a bit

* Moving ID card out

* Moving pda to system

* Moving PDA owner to ECS

* Moved PDA flashlight to separate component

* Toggle lights work through events

* Fixing UI

* Moving uplink to separate component

* Continue moving uplink to separate component

* More cleaning

* Removing pda shared

* Nuked shared pda component

* Fixed flashlight

* Pen slot now showed in UI

* Light toggle now shows correctly in UI

* Small refactoring of item slots

* Added contained entity

* Fixed tests

* Finished with PDA

* Moving PDA uplink to separate window

* Adding-removing uplink should show new button

* Working on a better debug

* Debug command to add uplink

* Uplink send state to UI

* Almost working UI

* Uplink correcty updates when you buy-sell items

* Ups

* Moved localization to separate file

* Minor fixes

* Removed item slots methods events

* Removed PDA owner name

* Removed one uplink event

* Deleted all uplink events

* Removed flashlight events

* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Item slots system review

* Flashlight review

* PDA to XAML

* Move UplinkMenu to seperate class, fix WeightedColors methods

* Move UI to XAML

* Moved events to entity id

* Address review

* Removed uplink extensions

* Minor fix

* Moved item slots to shared

* My bad Robust...

* Fixed pda sound

* Fixed pda tests

* Fixed pda test again

Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
2021-10-03 15:05:52 +11:00
20kdc
eb82dd3dae Fix #4070, Visualizer Edition (#4730)
* Transform the Cloning Pod visualizer into a generic enum visualizer for simple cases like it

...I find it helpful at times like these to remind myself that our true enemy is
code. Code is what makes our programs run and generally is required for all of
these machinations to function in any way at all...

* Give the kitchen/meat spike a visualizer

* GenericEnumVisualizer: Byteify enums, switch to TryGetComponent for sprite
2021-10-02 16:43:47 -07:00
Leon Friedrich
f80f252ff2 Make fuel tanks explodey again (#4670)
* make fuel tanks explodey again

* tanks now take damage from lit welders,
2021-10-02 11:42:46 +02:00
Vera Aguilera Puerto
8fab6e7e0c Adds cooldown to dice rolling. 2021-10-02 11:03:54 +02:00
mirrorcult
402cd9b56b Many lighting tweaks (#4709) 2021-10-01 20:59:06 +00:00
Kara D
c692928792 fuck you scrungularity! 2021-10-01 12:16:58 -07:00
Vera Aguilera Puerto
883cbf40b2 Fix airlocks being opened by anything that bumps into them.
- Adds DoorBumpOpener component.
2021-10-01 13:47:38 +02:00
Vera Aguilera Puerto
47107c6a42 Adds linting support to SoundCollectionPrototype, fix linter errors.
Closes #4580
2021-10-01 12:40:44 +02:00
Vera Aguilera Puerto
ac9f0b39b0 When the 2021-10-01 12:31:10 +02:00
Vera Aguilera Puerto
26808d2e9a Fixes bar sign not changing due to wrong conditional. 2021-10-01 12:28:52 +02:00
20kdc
9600c8e983 Fix various solution capability issues (syringes, drinks) (#4687)
* Fix syringe message stating you're attempting to draw from yourself when you aren't

* Fix various missing capabilities (syringes, beakers, drinks)

* And fix mug inject/dispense/etc, too!

* Injectors can now refill things, and switch over drinks and cups thereof to be refillable rather than injectable
2021-10-01 12:06:50 +02:00
Vera Aguilera Puerto
1b44da19ae Fix drinking glasses not breaking when thrown.
Related: #4665
This is not a proper fix, this just makes it ignore resistances for now, when being damaged.
2021-09-30 14:12:42 +02:00
metalgearsloth
8365e8d52c Event for PowerNetBattery CurrentSupply changing (#4570)
I re-used AmbientOnPowered but maybe that was lazy; I was doubtful anything would ever have ApcPowerReceiver and PowerNetBatteryComponent.
2021-09-29 17:09:16 -07:00
Vera Aguilera Puerto
35067b3a3e Add linter support to StackPrototype, fix linter errors. 2021-09-27 13:08:18 +02:00
Vera Aguilera Puerto
f913d8361d Refactors smoking to ECS, smoking actually makes you inhale reagents. (#4678) 2021-09-26 15:19:00 +02:00
metalgearsloth
f75940b638 Anchor extinguisher cabinets 2021-09-24 13:43:06 +10:00
metalgearsloth
47ce77757a Anchor markers
Free PVS gain for anchored stuffsies.
2021-09-24 13:23:50 +10:00
20kdc
5ead162b09 Fix chair rotations (#4688)
Wooden chairs are rotatable, metal chairs have anchored set properly, all chairs and stools don't rotate weirdly visually
2021-09-23 15:44:59 -07:00
Visne
4f125f9c4a ResearchConsoleMenu to XAML UI (#4640)
* Create/rename files

* ResearchClientServerSelectionMenu to XAML

* ResearchConsoleMenu to XAML

* Localization
2021-09-19 10:23:32 -07:00
Ygg01
fa905f477d Fix Welder component interaction (#4634) 2021-09-19 15:15:34 +10:00
Vera Aguilera Puerto
e440df03db Adds parchís game board, improves tabletop system to support other games. (#4610) 2021-09-18 10:40:38 +02:00
mirrorcult
62f6c8dd8e Wieldable/two-handed weapons (#4554)
* wielding kinda works

* rough out all the edges, wielding works nicely

* popups + loc

* increase damage & extra damage against whitelist

* small fixes

* forgot to actually do that

* reviews

* reviews + thing

* use resistances and not extradamageagainstwhitelist

* slashy

* make increasedamageonwield and melee hit events work with modifiersets

* Silly individual
2021-09-17 07:16:11 -07:00
Vera Aguilera Puerto
078a62762f Improves the JobSpecial system. (#4626)
* Improves the JobSpecial system.

* clean up code
2021-09-16 23:17:19 +10:00
metalgearsloth
121862fa64 Add SubFloorHide to disposal pipes 2021-09-16 17:21:03 +10:00
metalgearsloth
820069ba9c Fixes for grid rotation (#4562)
* Fixes gas overlays
* Fixes verbs
*Set noRot on a bunch of stuff
2021-09-16 13:02:10 +10:00
mirrorcult
cc52ebb9b5 Generalize ResistanceSets into DamageModifierSets (#4619)
* generalize ResistanceSets into DamageModifierSets

* remove unneeded test prototype
2021-09-15 15:51:13 -07:00
Ygg01
12430fbfcc Fix fire extinguisher to use spray solution (#4616)
* Fix fire extinguisher to use spray solution

* Fix FireExtinguisher more properly

* Re-add missing check to VaporSystem
2021-09-15 20:48:07 +10:00
Ygg01
c3d11fb3e1 Fix throwable solution (#4590)
* Fix throwable solution

* Revert previous commit

* Change Spillable and SpillBehavior

* Fix sloth's suggestion. Add more documents
2021-09-15 20:46:43 +10:00
Leon Friedrich
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
2021-09-14 10:07:37 -07:00
Visne
973926fc9a Add chess (and mostly just tabletop backend stuff) (#4429)
* Add draggable tabletop component

* Use EntityCoordinates instead

* Don't send coordinates every frame

* Add chessboard + verb WIP

* Add documentation, verb networking works now

* Work so far
Need PVS refactor before being able to continue
Current code is broken

* viewsubscriber magic

* yes

* Fix map creation

* Add chess pieces, attempt prediction

* Add chess sprites and yml

* Clamping + other stuff

* fix

* stuff

* StopDragging() StartDragging()

* add piece grabbing

* Refactor dragging player to seperate event

* 🤣 Who did this 🤣💯👌

* 📮 sussy 📮

* Update chessboard sprite, scale piece while dragging

* yes

* ye

* y

* Close tabletop window when player dies

* Make interaction check more sane

* Fix funny behaviour when stunned

* Add icon

* Fix rsi

* Make time passed check more accurate

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Use EyeManager.PixelsPerMeter

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Add missing import

* Move viewport properties to XAML

* Make shared system and component abstract

* Use built in EntityManager

* Use RaiseNetworkEvent instead of SendSystemNetworkMessage

* Cache ViewSubscriberSystem

* Move unnecessary code to prototype

* Delete map on component shutdown instead of round restart

* Make documentation match rest of codebase

* Use ComponentManager instead of TryGetComponent

* Use TryGetComponent instead of GetComponent

* Add nullspace check to ClampPositionToViewport()

* Set world pos instead of local pos

* Improve server side verification

* Use visualizer

* Add netsync: false to sprites using visualizer

* Close window when chessboard is picked up

* Update to master

* Fix bug when opening window while another is opened

* Use ComponentManager

* Use TryGetValue

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 19:58:44 +10:00
metalgearsloth
64f12507a3 Remove SnapGrid (#4578) 2021-09-12 16:35:45 +10:00
Paul Ritter
4c7670fe82 conveyor & recycler ecs (#4537)
* conveyor done, recycler still todo

* done, just need to suss out the physics part. pinged sloth about it

* ship it
2021-09-10 17:26:05 +10:00
Swept
c00e82462b Tweaks ambient sound values and improves some existing sounds (#4576)
* Updates singularity to use AmbientSound

* Removed hum from light tubes and tweaked vending/bulb ambience

* Adds more explosion sound effects

* Moves closet open/close.ogg and adds wooden closet sound effect

* Updates flashlight on/off sound

* Adds HL Scientist scream collection

* Tweaks APC Ambience

* Minor oversight on det locker

* Addressed reviews
2021-09-10 11:31:54 +10:00
Vera Aguilera Puerto
77fe21eb0d Refactors flashes to ECS, sunglasses protect you from being flashed. (#4579)
* Refactors flashes to ECS, sunglasses protect you from being flashed.

* VV ReadWrite for FlashImmunity Enabled.

* Use cached IEntityLookup.

* Consistent formatting.

* Fix flashbang duration.
Flash duration is a mess.

* Small area flash code cleanup.

* Flashable state is only sent to attached player.
2021-09-10 00:20:41 +10:00
metalgearsloth
ff40a7665d Ambient sound system (#4552)
* Ambient sound system

Client-side system that plays audio from nearby objects that are randomly sampled.

* Decent

* Tweaks

* Tweaks

* Comment this out for now

* reduce VM sound

* Fix rolloff

* Fixes

* Volume tweak
2021-09-07 18:47:23 +10:00
Ygg01
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
2021-09-06 23:49:44 +10:00
Ygg01
53b53c3e0e Cigarette ecs (#4495)
* Reorganized Shared.Storage folder

* Replace StorageCounter with Item Counter

* Change stack visuals setting data

* Fix mirrorcult suggestions

* Fix items from upstream

* Fix type formatting
2021-09-04 10:42:32 -07:00
metalgearsloth
6648972818 Add some SoundOnLand components to engineering (#4556)
From tg
2021-09-03 13:45:02 -07:00
Swept
66a9bb9487 Adds unique sprite for NTBlockGame screen (#4539)
* Separates arcade.rsi from computers.rsi

* Changes NTBlockGame screen

* Added better blockgame sprite

* Fixes minute issue with sprite
2021-08-31 00:25:08 +02:00
Paul Ritter
e11a9b282a machine linking refactor to ecs (#4323)
* started work

* some more work, ui working (somewhat)

* stuff

* reorganization

* some more reorg

* conveyors

* conveyors working

* finalized (dis)connection
added linkattempt
added feedback text
work on conveyors

* removed command
add rangecheck

* fixed inrange check

* handling

* ui no longer kanser, ship it

* adresses reviews

* reformats file

* reformats file

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-27 17:46:02 +02:00