Commit Graph

228 Commits

Author SHA1 Message Date
pathetic meowmeow
fabfdd0673 Refactor audio system to send collection IDs over the network (#33610) 2025-02-23 23:14:56 +11:00
metalgearsloth
b6ee183dc6 Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-02-16 19:35:32 +11:00
Leon Friedrich
7ae7821213 Replace some sound PlayEntity with PlayPvs (#34317) 2025-01-11 01:44:30 +11:00
Errant
0b1ed3ec7e Fix battery charging stopping just short of being full (#34028) 2025-01-10 17:54:55 +11:00
beck-thompson
a790955b76 Light verb is now predicted (#33622)
Fix
2024-11-29 00:41:01 +11:00
DrSmugleaf
49e0933389 Move IgnitionEvent to shared (#30985) 2024-09-02 02:27:13 +02:00
metalgearsloth
afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00
metalgearsloth
a89d4c750b Power stuff (#31314)
* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
2024-08-25 22:18:42 +10:00
Plykiya
b266c9b545 Create Generic DamageOnInteract/Attacked Comps/Systems (#30244)
* Everything but the submodule

* stuff I forgot

* heat

* missed lights

* behonky

* LocId

* I guess it was a skill issue?

* predicted audio

* It works with lights now

* Borg equality

* Gorilla gauntlet grants protection from anomaly returned damage when attacking it

* woops, there we go

* NONE

* Use DamageModifierSets, remove Behonker damage

* Reviews dealt with

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-08-09 15:32:41 +10:00
Errant
bf1450fdc8 Fix replayghost spawning location (#30252)
Fix replayghost spawn
2024-07-22 20:32:30 +01:00
chavonadelal
c9be1ef96b Localization of the threat level in an emergency lamp (#29847) 2024-07-09 16:57:36 +02:00
Cojoke
fe7dbb42b3 Allow Flares to light cigarettes (#29476)
* Allow Flares to light cigarettes

* !IsHot check

* nicer looking(and I think the right way to do that...)

* heh, whoops

* Adds IgnitionEvent, IgnitionSource now functions as IsHot when Ignited

* Fixes + remove redundancy

* Hows this?

* press enter

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Flare is not forever hot anymore

* Formatting fixes

* Make IgnitionEvent readonly

---------

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2024-07-01 14:14:38 -07:00
Nemanja
a1a8f04036 Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit

* second part

* pretend it isn't real it can't hurt you.

* 👁️ 👁️

* shadowcommander review
2024-05-31 13:26:19 -07:00
Leon Friedrich
a466b35b27 Move UnpoweredFlashlight to shared (#27449) 2024-04-29 13:22:11 +10:00
superjj18
ebf87be9f2 Emergency Lights now changes color depending on alert level and whether or not the light is powered. (#26932)
* Emergency Lights now change color depending on alert level and whether or not they are powered.

* Made a condition for null alert level, added summary doc.

* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
2024-04-18 20:50:08 +10:00
Tayrtahn
4a83c36585 Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.

* Missed a few

* Revert changes to pulling

* No
2024-03-19 23:27:02 -04:00
nikthechampiongr
362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00
lzk
456b2a7b56 Fix light replacer popup (#26136) 2024-03-15 18:23:58 +03:00
Tayrtahn
e5536e0652 Hotfix for errors in handheld lights and radio jammers (#25880) 2024-03-07 00:44:14 +11:00
Tayrtahn
2935e5bd78 Remove all obsolete BatteryComponent method calls (#25871)
Removed all obsolete, non-ECS method calls to BatteryComponent
2024-03-06 16:34:50 +11:00
Pieter-Jan Briers
68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00
Magnus Larsen
9cd6e4dccd Fix clientside storage Whitelists (#24063)
* Fix outdated component name in assaultbelt whitelist

RangedMagazine was replaced with BallisticAmmoProvider in the Gun
refactor (#8301)

* Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared

* Move LightReplacerComponent to Shared

* Move Utensil, Mousetrap components to Shared

* Move SprayPainterComponent to Shared

The PaintableAirlock tag has also been removed, as it was unused &
unnecessary, likely a vestige of spray painter development when the
PaintableAirlock component wasn't in Content.Shared.

* Add trivial Produce and Seed components to Client

This allows the plant bag and botanical belt whitelists to correctly
match produce and seeds on the client, fixing the extraneous "Can't
insert" message that previously appeared.

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-02 00:33:57 +11:00
Kara
cc24ba6a31 Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast

* Basic variation pass handling

* standardize names + rule entities

* why does it work like that?

* add to defaults

* light break variation pass

* ent spawn entry

* move some stationevent utility functions to gamerule + add one for finding random tile on specified station

* forgot how statistics works

* powered light variation pass is good now

* station tile count function

* public method to ensure all solutions (for procedural use before mapinit)

* move gamerulesystem utility funcs to partial

* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit

* trash & puddle variation passes!

* oh yeah

* ehh lets live a little

* std

* utility for game rule check based on comp

* entprotoid the trash spawner oops

* generalize trash variation

* use added instead of started for secret rule

* random cleanup

* generic replacement variation system

* Wall rusting variation rule

* account for modifying while enumerating

* use localaabb

* fix test

* minor tweaks

* reinforced wall replacer + puddletweaker
2024-01-30 21:52:35 -08:00
LordCarve
c77eb8691d DamageSpecifier Total => GetTotal (#24160)
* DamageSpecifier [Obsolete] Total => GetTotal()

* Remove obsolete Total member from DamageSpecifier.
2024-01-21 18:59:14 -07:00
Arendian
98f0814c2b Fix emergency flare not igniting through verb menu. (#24027)
Emergency flare ignites when activated through verb menu
2024-01-13 09:24:40 -07:00
nikthechampiongr
7aee192d52 Aghosts and other powerful beings no longer burn their hands on lights. (#23879)
Make aghosts and other things that can't take burn damage not burn their
hand when changing lightbolbs
2024-01-10 16:39:56 -05:00
Kara
0ae3858b69 Examine prediction (#23565)
* Initial prediction

* new group handling

* groups for all examines that use multiple rn

* compile

* why was it doing this??

* handle newlines with sorting properly
2024-01-06 17:53:13 +11:00
metalgearsloth
2166958bd0 AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes

Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.

* Also catch these
2024-01-03 17:24:02 +11:00
TemporalOroboros
7a77d6d5dd Content ecs containers (#22484) 2023-12-28 01:30:03 -04:00
metalgearsloth
269c93245d Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-11-27 22:12:34 +11:00
metalgearsloth
5b8f3c48c4 Revert "Update submodule to 175.0.0 (#21318)" (#21319) 2023-10-29 15:29:30 +11:00
metalgearsloth
9b1b3e03ed Content audio (#20862) 2023-10-29 14:58:23 +11:00
DrSmugleaf
f560f88eb5 Remove 700 usages of Component.Owner (#21100) 2023-10-19 12:34:31 -07:00
Leon Friedrich
3101e5a18d Fix action-granting items not being predicted (#20778)
* Ensure actions are predicted

* Fix test fail
2023-10-07 15:08:13 -04:00
Nemanja
6131721fe5 fix borgs not being able to toggle flashlight (#20448) 2023-10-04 10:30:11 -04:00
Leon Friedrich
684b334806 Action container rejig (#20260)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-09-23 18:49:39 +10:00
metalgearsloth
9f9577acd0 Fix component constraints (#20241) 2023-09-20 10:12:48 +10:00
Nemanja
c34913b227 Try and fix mob prototypes (#19859)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-09-14 20:10:30 -07:00
metalgearsloth
d5bd1c6f86 Predict StorageComponent (#19682) 2023-09-11 21:20:46 +10:00
metalgearsloth
99b77bc2d3 Remove lights compref (#19531) 2023-09-11 19:18:06 +10:00
metalgearsloth
5a0fc68be2 Content update for NetEntities (#18935) 2023-09-11 09:42:41 +10:00
Leon Friedrich
2d71eec6f9 Remove AllComponentsOneEntityDeleteTest (#19965)
* Remove AllComponentsOneEntityDeleteTest

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
2023-09-09 19:35:05 -05:00
DrSmugleaf
c71f97e3a2 Refactor actions to be entities with components (#19900) 2023-09-08 18:16:05 -07:00
deltanedas
91cfabd6f6 light refactoring/rework (#19314)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-03 22:31:10 -07:00
metalgearsloth
279674c0b3 Revert "Make lights dim under low power" (#19708) 2023-09-01 09:47:30 +10:00
DrSmugleaf
3f3ba6ac62 Move minds, roles, jobs and objectives to shared (#19679) 2023-08-30 21:46:11 -07:00
Visne
b88c2cbb49 Remove usages of obsolete MetaDataComponent setters (#19582) 2023-08-28 19:20:31 +10:00
DrSmugleaf
35107f7c2b Fix component generic usages where IComponent would not be valid (#19482) 2023-08-24 20:10:55 +10:00
Kevin Zheng
f8bdfd6d26 Make lights dim under low power (#19317)
* Make lights dim under low power

* Slightly more dramatic curve
2023-08-22 20:29:10 -05:00
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00