Commit Graph

1424 Commits

Author SHA1 Message Date
metalgearsloth
5962280d36 Station events (#1518)
* Station event system

Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.

There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.

* Invariants for event names

* Fix random event shutdown

* Mix stereo announcements to mono

* Address feedback

* Remove redundant client system and use the overlay component instead
* Drop the server prefix

* Fix radiation overlay enum

* use entityquery instead

* zum's feedback

* Use EntityQuery

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-13 22:52:17 +02:00
juliangiebel
781faae98a Set interaction priority of PlacableSurfaceComponent to 1 2020-08-13 20:14:07 +02:00
ike709
83a7dfebef Improves the RCD (#1609)
* Improves the RCD

* oops

* Unnecessary

* Merge 2 checks

* RCD whitelist and reorganization

* Makes the RCD great again

* Ignored components

* loicense

* Fix missing using
2020-08-13 19:39:23 +02:00
DrSmugleaf
4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
metalgearsloth
05a76d55f7 Vending machine uplift (#1549)
* Let there be (vending machine) light

Cut up vending machines to have unshaded layers.
I scripted the cutting up so there might need to be minor tweaks to some of them.
Added the eris vending machine sound (I liked it more than tg's, fight me).

* Tweak sound reduction

* Mark vending as abstract

Appearance is done on each vending based on what sprite states they have (at the moment) and the vendingmachine shouldn't be spawned on its own anyway.

* Add screen layer back in

* Unstuff what was stuffed

* Removed the Soviet and USA vending machines

* Added proper licensing

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
2020-08-13 14:39:23 +02:00
Víctor Aguilera Puerto
ca68fbe818 Add heat conduction (#1653) 2020-08-13 14:18:26 +02:00
metalgearsloth
619386a04a Server EntitySystem cleanup (#1617)
* Server EntitySystem cleanup

I went after low-hanging fruit systems.

* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies

This should also fix a decent chunk of the server build warnings, at least the ones that matter.

* Also disposals

* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs

* Fix build

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-13 14:17:12 +02:00
juliangiebel
3b894c7de4 Add higher interaction priority to 2020-08-12 23:41:09 +02:00
juliangiebel
ba058ccbdd Add priority sorting to InteractUsing 2020-08-12 23:01:30 +02:00
Pieter-Jan Briers
f182ff5613 Remove CannyFastMath. 2020-08-12 21:19:34 +02:00
Víctor Aguilera Puerto
1fc941b3b3 Removes CannyFastMath usage from Atmos. 2020-08-12 19:37:07 +02:00
Acruid
cdc6ec3bfc Ranged weapon firing does not depend on DefaultGrid anymore. 2020-08-11 16:44:15 -07:00
Víctor Aguilera Puerto
32e4c24342 Adds atmos helpers, welding tool now lights up fires 2020-08-11 22:34:37 +02:00
metalgearsloth
b34bd7c188 AI preset curves and expandable optimisation (#1346)
* AI preset curves and expandable optimisation

Added preset curves for considerations to use just to avoid repeating the same variables all over the shop.

Moved common considerations for expanded actions onto the expandable action e.g. you need a free hand to be able to PickUpGloves so we'll just check it the once rather than for each action.

* FIX PRAGMA

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-11 22:01:55 +02:00
Julian Giebel
c00a08f504 Add disposal-charging state to disposal rsi (#1649)
Add charging state to UpdateVisualState in Content.Server/DisposalUnitComponent
2020-08-11 17:52:37 +02:00
ShadowCommander
0d29b15ae0 Fix StackComponent not getting removed from containers when empty (#1645) 2020-08-11 17:38:00 +02:00
metalgearsloth
452a67032f Fix the pathfinding leak (#1647)
Off-grid entities were continually expanding the graph indefinitely which is... bad.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-11 17:36:40 +02:00
Exp
c562a8db03 Gas Analyzer Improvement (#1631)
* -Click on the analyzer to get the gas at your pos, click on tile to get gas tehre
-Reduced the auto refresh time
-AutoRefresh ui

* Use a fixed position instead of a offset

* Review
2020-08-10 16:32:29 +02:00
Exp
aaffd7e198 Chem Master & Dispenser Power Fixes (#1622)
* -ChemDispenser & Master can now open the UI without power
-Both can also eject beaker without power

* -Disables button if not powered
-Disables clear & eject buttons if no beaker

* Fix server freeze
2020-08-10 16:30:56 +02:00
Víctor Aguilera Puerto
ec75baeede Disables the AI Pathfinding system for the time being. 2020-08-10 03:33:05 +02:00
Víctor Aguilera Puerto
6a06358012 Minor atmos optimization 2020-08-10 02:53:55 +02:00
Exp
d4f406337e Fix Slipping not calling Dropped (#1632) 2020-08-09 20:52:52 +02:00
Víctor Aguilera Puerto
7293d985a5 Unique gas serialization for atmos (#1629)
* Add unique gas mixture serialization for atmos

* Refactor doAfterEventArgs

* Adds atmos commands

* Roundstard now has correct ratio of gases

* Fixed hashcode for gasmixture, better grid atmos serialization

* Airlocks create gas based on adjacent tiles now.

* Enables barotrauma component damage
2020-08-09 16:52:59 +02:00
Víctor Aguilera Puerto
0c419cc448 Proper DoAfterEventArgs refactor 2020-08-09 02:04:15 +02:00
Víctor Aguilera Puerto
a57883e363 Refactor doAfterEventArgs 2020-08-09 01:44:44 +02:00
Exp
cc9f16e738 Adds Gas Analyzer (#1591)
* -Started Gas Analyzer
-TemperatureHelpers

* Formatting

* Adds PopupTooltip to NotifyManager

* Revert Tooltip fuckery

* Gas Analyzer gives proper error messages

* Localization

* Added a very wip gas analyzer ui

* UI works, doesn't look good but hey

* Safety checks

* Fancy WIP gas mix bar

* Gas Color

* Gas Amount shows only 2 decimal places

* -Made bar full width
-Moved gas list into a table
-Some gas bar things

* IDropped something

* Description

* -Percentage
-Padding

* ItemStatus

* -Proper Danger Warnings
-Added Warning danger state

* Pressure unit

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-08 18:24:41 +02:00
metalgearsloth
5b3b2e3207 do_after (#1616)
* do_after

Ports (most of) do_after from SS13.
Callers are expected to await the DoAfter task from the DoAfterSystem.
I had a dummy component for in-game testing which I removed for the PR so nothing in game uses do_after at the moment.
Currently only the movement cancellation is predicted client-side.

* Minor do_after doc cleanup

* do_the_shuffle

Fix nullable build errors.

* The last nullable

* Implement NeedHand

Thanks zum.

* nullable dereference

* Adjust the system query

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-08 18:16:13 +02:00
Víctor Aguilera Puerto
9681907006 Fix bug where atmos could get stuck processing certain states for a long time 2020-08-08 16:55:36 +02:00
py01
7f0ab2e03b Removes obsolete PhysicsComponent from power prototypes (#1542)
* Removes obsolete PhysicsComponent from wire and power prototypes

* Updates anchorable to use CollidableCOmponent

* Map update

* map update again

* Fixes generators starting unanchored

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-08 14:41:12 +02:00
Exp
b4f08811eb Adds Spray Bottles (#1522)
* Spray Bottle

* -"Proper" wall detection
-Removed some using
-Fixed sound

* Just don't add it

* -Removed spill sound
-Added sound parameter to SpillHelper.SpillAt

* Now spawns Vapor instead of Puddles instantly

* -Review
-Nullable

* Reworkkkk

* AABB shittery

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-08 14:33:36 +02:00
metalgearsloth
322c2261b6 Conveyors now tickrate agnostic (#1618)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-08 12:34:28 +02:00
DrSmugleaf
228702c9e1 Fix ghosts being able to play instruments to themselves (#1611) 2020-08-07 22:30:48 +02:00
Víctor Aguilera Puerto
ffc9a24ea0 Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now

* At least show status effect, but don't damage the mobs

* Fix switch misuse
2020-08-07 16:23:16 +02:00
Víctor Aguilera Puerto
079937a9fe Wall slams - Damage on high velocity impact. (#1600)
* Wallslammed!

* Removes debug logging

* Buff damage to 5 by default
2020-08-07 16:22:32 +02:00
py01
01b10cb687 Node serialization change (#1497)
* NodeContainerComponent serializes a set of Nodes with ExposeData

* Fixes Nodes to work when being created by serializer

* ConduitNode

* ConduitPlacer to replace WirePlacer

* ConduitNode ConduitLayer setter

* Map update

* Comments

* Map update again

* Method ordering by privacy

* Removes conduits

* ignored component

* reorg

* map update

* readd wireplacer

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-07 02:47:54 +02:00
Víctor Aguilera Puerto
551c204a9f Fix GetGridAtmosphere crash 2020-08-07 02:33:08 +02:00
metalgearsloth
140f8f7647 AI reachable improvements (#1595)
Deleted regions in some instances were being retained indefinitely.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-05 16:19:00 +02:00
Víctor Aguilera Puerto
c5d3bff266 Fix server crash 2020-08-04 16:11:41 +02:00
Víctor Aguilera Puerto
4546fffe70 Use IGridAtmosphereComponent interface in AtmosphereSystem 2020-08-04 15:42:24 +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
Exp
c61e6d541b Moves ExamineSystem to Shared & adds next step info to construction examine (#1567) 2020-08-01 17:37:12 +02:00
metalgearsloth
7f0c379e87 Fix reachable merges (#1550)
Turns out the last PR revealed another issue but this will fix #1547

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-01 14:13:44 +02:00
DrSmugleaf
808791f498 Fix disposal unit power issues (#1564)
* Fix being forever eaten by an unpowered unit

* Add 0 hands check to getting out of an unit

* Add engage check when the power is changed

* Remove redundant serializable field

* Add queueing an autoengage when power is turned back on, the unit is engaged and it doesnt flush with items inside

* Make TryQueueEngage check for no contained entities

* Remove redundant check

* Fix flushing animation not being played when powering an engaged unit
2020-08-01 14:10:24 +02:00
Exp
d7d36f090a Fixed Construction Zip Sound Path (#1565) 2020-08-01 12:45:38 +02:00
DrSmugleaf
9277ed5248 Stop caching connected tubes and discover them on each step (#1554) 2020-08-01 03:45:40 +02:00
DrSmugleaf
9063379af9 Fix build (#1551)
* Fix conveyor and conveyor switch serialization

* SS14 in reactive when

* Fix new test fail with units being able to accept items when unpowered
2020-08-01 01:20:41 +02:00
DrSmugleaf
7a983062a9 Fix disposal units in general (#1552)
* Makes disposal units able to be entered when unpowered

* Make the unit's light turn off when unpowered

* Remove event handlers on component removal

* Make the disposal unit's lever engage when queueing an auto engage

* Autoengaging the lever on insert was a mistake

* Make the engage button active when engaged

* Make the engage button toggleable

* Fix nullable error
2020-07-31 14:50:46 +02:00
Pieter-Jan Briers
8fdb9cbe80 Fix potted plant container name. 2020-07-31 01:24:35 +02:00
DrSmugleaf
7c1acf2fe1 Fix disposals anchored test and fix disconnect method (#1545) 2020-07-31 00:12:45 +02:00
Pieter-Jan Briers
bfe2217112 Use IMapInit in PoweredLightComponent 2020-07-30 23:59:54 +02:00