Commit Graph

179 Commits

Author SHA1 Message Date
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
Vera Aguilera Puerto
9b1142973e Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
Pieter-Jan Briers
c4fe0c904c Merge branch 'master' into expl_int_analyzer 2021-02-08 22:46:28 +01:00
Alex Evgrashin
59e72697cb Buildable wall light (#2644)
* Added empty light

* Can build light fixture

* Can construct and deconstruct small light

* You can build bulbs only on walls

* Playing with placement conditions

* Refactored code a bit

* Added check for north direction and snapping

* Fixed all small light sprites (wrong directions order)

* Fixed weird problem with bulb lights

* Fixed rotation on all stations

* Fixed map again

* Much better placement mode

* Deleted shared wall component and moved all logic to raycasts

* Missing bracket

* Better texture

* Moved wallmount condition to tags

* Removed station station

* Added suffix and fixed on map init bug
2021-02-07 00:05:53 +01:00
Paul
856b293d87 Merge branch 'master-upstream' into expl_int_analyzer
# Conflicts:
#	Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs
#	Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs
#	Content.Server/GameObjects/Components/Chemistry/PillComponent.cs
#	Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs
#	Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
#	Content.Server/GameObjects/Components/Medical/HealingComponent.cs
#	Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs
#	Content.Shared/Chemistry/Solution.cs
2021-02-04 17:50:28 +01:00
Paul
d5cd82de60 explicit interface go brrrr 2021-02-04 17:44:49 +01:00
Pieter-Jan Briers
c40ac26ced A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00
collinlunn
a5492bc943 More power nullability (#3070) 2021-02-02 12:20:24 +01:00
collinlunn
b51b8cb182 Some Power nullable & ComponentDependency (#3050)
* Power nullability

* AME nullability

* re-adds EnsureComponents

* conflict fix

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* removes duplicate component assignment

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-01 17:19:43 +01:00
Pieter-Jan Briers
526c3d1ebf You can now rig power cells to explode.
VERY funny.
2021-01-24 16:21:18 +01:00
ZeWaka
75c4ed6a09 Makes lightbulbs destructible (#2955)
* Renames WindowBreak soundCollection to GlassBreak

* Implements destructible lightbulbs
moved the parent to the top as well

* Fixes the old `glassbreak` soundCollection, renames it

* Deletes the windows.yml version of glassbreak

* Fixes the sound for bulbs being thrown

* Removes name from abstract lightbulb

* Implements IDestroyAct for lightbulbs

* Implements onBreak for lightbulbs

* Lights get damaged by getting hit and throwing

* Lights now have an intermediate 'broken' state before destruction
2021-01-09 02:06:36 +01:00
py01
1032576a20 Replaces AnchoredChanged C# event with ComponentMessage (#2905)
* Replaces AnchoredChanged C# event with ComponentMessage

* Removes unneeded fields

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-05 15:32:59 +11:00
py01
32f04fd7ca Replaces PowerReceiver's C# event with a ComponentMessage (#2888)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-03 16:13:01 +01:00
py01
6d9d7f751e Fixes ApcNetTest (#2895)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-03 03:48:33 +01:00
py01
a87dda47e9 Removes some linq from power (#2875)
* PowerProviderComponent Linq removal

* AdjacentNode Linq removal

* PipeNode Linq removal

* Replaces HasFlag usage in PipeNode

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-02 02:04:10 +01:00
py01
135a65f030 ApcNet code improvements (#2876)
* Removes per-frame setting of PowerReceiverComponent.Powered

* PowerReceiver.SetLoad

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-01 18:21:18 +01:00
Daniel Castro Razo
633ae5bc90 Fixes Emergency Lights not charging (#2873)
* Fixes Emergency Lights not charging

* Removed extra imports
2021-01-01 14:26:42 +01:00
Vera Aguilera Puerto
483f7f4385 You can now examine Node Containers to see their "connectors" (#2881) 2021-01-02 00:20:23 +11:00
Swept
94bb7a165d Adds a sound effect when you unwrap an AME part (#2832) 2020-12-27 03:11:52 +01:00
ike709
7f7f22ef5d APCs now require engineering access (#2795)
* APCs now require engineering access

* Allow if access reader is null
2020-12-22 13:08:35 +01:00
DrSmugleaf
fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
DmitriyRubetskoy
9c26e0c5ba Async Interface IAfterInteract() (#2735)
* Async Interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Changed the glassbeaker

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Interaction system fix

* Removed I from the interface

* Changed all implementations of the interface I could find

* all public void implementation fixed

* All built, no errors should remain

* Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml

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

* Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs

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

* Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs

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

* Commit based off Sloth's commentary

* Removed the Rag file from the PR

* Reverted sloth's commentary changes on the publcity of the function

* Injector component properly implemented interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

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

* Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs

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

Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-17 18:45:04 +11:00
20kdc
91f2f4f599 Fix Antimatter engine maths and overplacing (#2736)
* Antimatter engine parts can't be placed overlapping

* Antimatter engine stability maths fixed

* Antimatter engine: Clean up some unused stuff
2020-12-17 00:31:47 +11:00
20kdc
ae57355ce5 Antimatter Engine Crates (#2708)
* Remove the unused light bulb crate that explicitly says it needs to be removed

* Crates/Cargo: Add antimatter reactor crates

* Fix AME crate issues

* Descriptions and prices for AME crates.
2020-12-08 11:58:46 +01:00
DrSmugleaf
1b1d050ee7 Update components to use EnsureWarn (#2676)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-04 13:26:54 +01:00
DrSmugleaf
5c0cf1b1a0 Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00
DrSmugleaf
749cd11d33 Add readonly where it is missing and fix those field names according to their modifiers (#2589) 2020-11-22 00:02:00 +11:00
ColdAutumnRain
f5dc62b533 Removed EntityManager member variable from Components and EntitySystems (#2502)
* Removed EntityManager member variable from Components and EntitySystems

* Removed EntityManager with minor corecctions

* Update PathfindingSystem.cs

* Update InteractionSystem.cs

* Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-11-18 15:45:53 +01:00
metalgearsloth
2e65b1e5fa Optimise flashlights (#2468)
Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-31 21:56:46 +01:00
Paul Ritter
f36cba8e21 Refactors machine linking to use generics (#2462)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2020-10-30 19:46:19 +01:00
Julian Giebel
45b610f933 Disposal mailing (#2194)
* Implement device networking

* Implement device configuration menu

* Fix device network

* Implement disposal mailing unit

* Implement base network connection
Implement wired and wireless network connection
Implement device network metadata

* Fix dereference null error

* Fix wired network null checks

* Change BaseNetworks enum to NetworkUtils class
Add PingResponse function to NetworkUtils
Change device network file structure

* Add doc comments

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Add tag validation to disposal mailing unit

* Add tag validation to the mailing unit component

* Address reviews
Change WiredNetwork can connect check
Change device networking string literals to constants

* Address reviews
Revert changes to PowerProvider and PowerReceiver
Add new NodeGroup
WELP

* Fix recursive access to Owner property

* Integrate suggested changes

* Fix TryGetWireNet acting on NullPowerProvider
Fix network connections not checking if their owner has been deleted

* Close device network connection when the owning entity got deleted
Fix mailing unit not closing the device network connection on remove

* Remove GetWireNet from NullPowerProvider

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-30 01:16:26 +01:00
Peter Wedder
fca556a1c1 Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)
* Refactor battery/powercell assets and add new ones.

* committing before I fuck things up

* slot component doned I think

* dictionary update

* Fixes

* Moving flashlight to powerslotcomponent

* har har i am using the message tubes

* Better documentation comment

* Reverting this overengineered garbage.

* Off with ye I said

* Examine texts.

* Some minor fixes to IDE complaints

* slot size from yaml

* Ignored component + removing a useless typo entry

* Making stunbatons use this

* Handle the message and remove some unnecessary dirtiness

* actionblocker checks

* remove unused file

* remove updatevisual

* make these nullable

* make these nullable too

* Unrename sprite folder

* check itemcomponent on insertion

* Use SendMessage over Owner.SendMessage

* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.

* get rid of public fields which are Bad

* add a description for the stun baton while i'm in here

* one more public field

* Add the blinky animation to the atomic cell

* Fix the charge indicator being STUPID

* better comments

* this is a better function

* add pause for flashlight, remove unnecessary imports from battery

* potato battery copyright link

* WHO DID THAT

* mr clean has come

* Random pitch

* pausing

* round to nearest levels
2020-10-29 19:17:03 +01:00
Paul Ritter
6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00
Víctor Aguilera Puerto
48841a274d Remove default grids (content) (#2241)
* Default grids go poof

* Address review

* Update submodule

* Fix DoAfterSystem for entities without grid.

* Fix SubFloorHideSystem for entities without grid.

* Fix ExplosionHelper for coordinates that aren't in a grid

* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid

* Fix tile prying component crash when trying to pry space.

* Spill fixes when passing coordinates without grids.

* Are you static'in, son?

* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!

* Only send debug AI thing if grid is not invalid

* Update submodule.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-21 17:13:41 +02:00
DrSmugleaf
41cbcc85e0 Rename last usages of Collidable to Physics 2020-10-14 20:16:57 +02:00
Paul Ritter
844e4f6e50 The power of componentdependencies (#2211)
* stuff

* bucklemeup

* powerreceiver

* things

* Update RobustToolbox

* Fix nullability errors

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-10-13 21:51:54 +02:00
metalgearsloth
d769661692 Fix some build warnings (#2226)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-11 16:42:53 +02:00
DrSmugleaf
b64cb24059 Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
2020-10-11 16:36:58 +02:00
DrSmugleaf
e3322fb5ac Fix build (#2227) 2020-10-11 13:51:42 +02:00
metalgearsloth
40504c2555 Event-based emergency lights (#2217)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-11 13:11:18 +02:00
Víctor Aguilera Puerto
745401a41e Data-oriented Construction System (#2152)
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
2020-10-08 17:41:23 +02:00
Swept
0ea8792501 Cleanup (#2111) 2020-09-20 17:29:11 +02:00
RemberBL
727f7629a5 Resolve issue involving flickering lights #2056 (#2076)
* Fixed an issue with the welder messages, not done yet

* Fixes issue #1833

The welder item no longer plays do_after when it cannot be used

* Revert "Add do_after to TryInsert (#1938)"

This reverts commit c09c9176ef.

* Revert "Revert "Add do_after to TryInsert (#1938)""

This reverts commit 078323bc2e10109b63c438f38a7b56103d163994.

* Revert "Fixes issue #1833"

This reverts commit 921712810fce73611e186fe07d7620b8cc309fdb.

* Revert "Fixed an issue with the welder messages, not done yet"

This reverts commit 5e946014451c6f5855cbe4fa553a04c55b907793.

* Added a start to a damage sound system

* Fixes issue #2056 by removing some misplaced code

* Undo changes that carried over through not using git properly

* Forgot to save my file before committing...
2020-09-14 12:49:45 +02:00
DrSmugleaf
74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00
py01
2e5838bb62 Disabled PowerConsumers do not use Apc power (#2064)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-09-13 14:08:23 +02:00
DrSmugleaf
48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00
DrSmugleaf
de9dfefd61 Replace resolve dependency with attribute in components (#1995)
* Replace resolve dependency with attribute in components

* Add changes that went missing in translation
2020-09-02 01:30:03 +02:00
Víctor Aguilera Puerto
9398f90e7c Lights now use dependencies. 2020-09-01 16:19:32 +02:00
DrSmugleaf
8f9ed2f562 Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods (#1965)
* Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods

* Remove redundant code
2020-09-01 12:34:53 +02:00
DrSmugleaf
9d6c394f6b Refactor InRangeUnobstructed and add extension methods (#1925)
* Sort out InRangeUnobstructed and add extension methods

* Rename client RangeChecks to RangeExtensions

* Add container extension methods and test

* Add missing component methods

Component to container
Grid coordinates to container
Map coordinates to container
Local player to container

* Actually use the field

* Merge fixes

* Add popup argument to local player extension methods

* Reduce code repetition for client range extensions
2020-08-30 11:37:06 +02:00