* Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * Revert "#3935 implemented suggestions from PR" This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a. * #4219 revert of single sound removal in EmitSoundSystem * #4219 single sounds in EmitSoundSystem should work now * #4219 some small project tweaks * push DGP for example * update damagecomponent across shared and server * fix a few bugs * #4219 upgraded EmitSoundSystem to use SoundSpecifier * replacing sound (collection) names with SoundSpecifier - part 1 * #4219 pr tweaks * #4219 pr tweak (cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af) * emitsoundsystem tweak * first windoor commit * finished yaml * windoors work #Dab * sound + locked prototypes * Inserted SoundSpecifier where appropiate * added comment * removed TryGetSound + made some SoundSpecifier datafields required * changed some prototypes' sound paths * test fixes * Fix Merge issues * Made plasma grindable (#4334) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Automatic changelog update * Fixes invalid yaml line (#4408) * Fix potential timer exception * SetTile during extensions test (#4409) Mainly so it can actually account for accurate grid bounds when doing the test Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> * Update submodule * GasFilter appearance, EnabledAtmosDeviceVisualizer improvements. * Add Enabled property to SubFloorHideComponent, make it networked. (#4404) * Refactor IDoorCheck into entity events (#4366) * IDoorCheck refactored to events # Conflicts: # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Doors/Components/AirlockComponent.cs # Content.Server/Doors/Components/FirelockComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Doors/IDoorCheck.cs * namespaces * Fix mapinit bug with refreshautoclose * ok i guess these just didnt feel like staging today * Automatic changelog update * AtmosDevices can optionally process in space. (#4405) Refactors some misc atmos things, too. * Fix gravity generator yeeting * Enables nullables for atmos internals * Meth (#4186) * adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Random offset for DefaultGrid every round (#4411) * Random offset for DefaultGrid every round This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it. * Fix clickable test * Fix entitysystemextensions * Automatic changelog update * Document a few atmos classes. * Update submodule We do a little bit of debugging * Make pulling feel less crap (#4414) Something something pulling refactor someday * Automatic changelog update * Comment joint prediction * Add CVar for random grid offset, disable it by default. * Fixes not taking pressure damage in space. Fixes #4415 * Automatic changelog update * Adds an alternate jumpsuit for botany (#4419) * Adds an alternate botanists jumpsuit * Updated license information * Automatic changelog update * Added two new small areas to maintenence (#4359) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Updated meta.json to standard * Update meta.json to standard * a * Revert "Update meta.json to standard" This reverts commit4c6702f17b. * Revert "Updated meta.json to standard" This reverts commit8ea7a3ad1f. * fix rsi * proper sprites + visualizes nicely * Removes broken new-line markers from a few desc. * Fixes a localization error with solution container descriptions * construction * reviews + test * remove SetLayerVisibility, doesnt work for some reason * swept moment * leftover * Automatic changelog update * Fix can't return to body bug (#4424) * Automatic changelog update * Update submodule * Fix gas tile overlays on shuttles * Offset station on roundstart again * Fix PlaceableSurface incorrect coordinate usage. It set world position to entity coordinate positions... * Automatic changelog update * Fix pickup animation incorrect coordinate usage. Animation finalPosition was world position, while initialPosition was local position. * Automatic changelog update * Pointing coordinate fixes. * Automatic changelog update * Further pickup animation improvements. * Adds Science Windoors (#4433) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Gave CMO a Hardsuit (#4434) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fixed station engineer table spawn (#4436) * Maps in windoors (#4432) * Automatic changelog update * Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225) Co-authored-by: Michael Will <will_m@outlook.de> * Automatic changelog update * Adds windoors for security and the brig. (#4441) * Automatic changelog update * Remaps Chemistry and Security, and some Mapping Fixes (#4442) * Automatic changelog update * Made the cloning pod and medical scanner constructible (#4439) * Made the cloning machine pod constructable * Added everything like I did but with the Medical Scanner Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fix fixed-point format specifier in PowerCellComponent * Update submodule * Actually update submodule The last one was a test to check if you were paying attention. * Update maps for grid collisions (#4450) * Update submodule * Fixes the windoor in science. (#4444) * Automatic changelog update * Remove IActionBlocker.CanMove (#4449) * Remove IActionBlocker.CanMove Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster. * Make that check faster * Added restrictions for what can be inserted into most belts (#4367) * Belts now restrict what can be inserted into them * Bandolier now only holds shotgun shells * Tiny typo * Another tiny typo * Automatic changelog update * Fix indentation * Fix stuff * Fix gas canister * Organize gas canister prototype * Fix audio occlusion This was previously being done on every SoundComponent. * Call SoundSystem instead * Parents crowbar-red and merges RSIs * Deletes old crowbar_red.rsi * Abstracts BasePlushie and ReagentContainerBase * Adds missing suffixes to debug items and tags them all * Crematorium now makes a noise on start and during cremation (#4459) * Automatic changelog update * Refactor disposals to ECS (#4418) * ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping * Automatic changelog update * Fix door sound dampening (#4453) * Completely fix NPC pathfinding Through rigorous investigation and hard work. * Implement Entity List Display and rework StorageComponent window (#4140) * Create EntityListDisplay * Rework ClientStorage window * Add styling * Remove unnecessary colors * Rename list * Make scrollbar push content * Change children update a bit * Add old index * Localize ClientStorageComponent * Add size return * Remove spaces * Fix usings * Fix tool sounds. Fixes #4465 * Automatic changelog update * Fix missing sounds (#4466) * Fix missing sounds * Make SoundHitSpecies fallback to SoundHit * Fix crayon YAML * Update PlaySoundBehavior YAML * Fix required * Update README.md * Fix taser physics (#4470) * Increase MoverController performance (#4448) Should be a decent amount; rest will come from removing IActionBlocker. * Remove throwing fixture error * Update submodule * Fix sound crash when making foam (#4476) * Automatic changelog update * Centers some sprites * Fix showatmos * Fix tests. Flashlight RSI state names had been changed, and some places weren't updated properly * Remove pillcomponent (#4469) * Remove PillComponent * Make food without any solution left delete and create trash * Replace PillComponent references with a Pill tag * Clean up * Add swallow message to food * Change to eatMessage override * Change FoodComponent transferAmount to nullable * Change properties to private * ItemCabinetVisualizer uses layers (#4445) * ItemCabinetVisualizer uses layers * Reviews applied * Fixes the fireaxe cabinet as well * I'm dumb * Fixes bedsheets being unpickupable (#4479) * Automatic changelog update * Adds inhands for crayons and the crayon box (#4481) * Automatic changelog update * Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480) * Automatic changelog update * Adds plant clippers and changes hydro tool sprites to be more consistent (#4482) * Adds plant clippers * Updates sycthe, hoe and spade sprites * Adds inhands for radio/walkietalkie (#4483) * Adds inhands for radio/walkietalkie and separates layers * License thingy * Fixes test * Can now equip fireaxe, claymore, spear and baseball back on your back (#4484) * Can equip spears and claymores on your back now * Adds fireaxe and baseball bat back equip * Automatic changelog update * Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma * am big dumdum pls no shed * Owner Transform to Owner in SoundSystem calls (#4460) * Owner Transform to Owner * Owner Transform to Owner minor fixes * Improve hand pickup code This way I can break EntityCoordinates' API without breaking content. BWAHAHAHAHAH! * Update submodule * Version v0.5.11 does not exist * Update submodule We don't talk about v0.5.12 either. * Update submodule For the last time * Adds duck-related content and a seclite (#4489) * Added rubber ducky * Adds ducky slippers * Adds seclite * Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * The duck slippers now quack as you walk Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Automatic changelog update * Adds the ability to assign equip sounds in ClothingComponent (#4485) * Initial * Works (Kinda) * Polish * Reviews * Removes vending inventory desc and adds missing vending machine descriptions (#4493) * Removes inventory descriptions * Adds missing vending machine descriptions using inventory descriptions * Woops missed a file * Automatic changelog update * Adds a ton more inhands (#4488) * Removed useless loc and added inhands for some lamps * Adds a ton of inhands to the game * Actually adds the pill inhand * Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Added open/close/stacklayers for Matchbox and inhands (#4496) * Added open/close/stacklayers for Matchbox * Added inhands for matchbox * What am I a clown not gonna leave no indent spaces * Adds sound to fire extinguisher safety (#4494) * Automatic changelog update * Adds a 6pack of Cola (#4499) * Adds a 6pack of Cola * Revert "Adds a 6pack of Cola" This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09. * Revert "Revert "Adds a 6pack of Cola"" This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653. * Automatic changelog update * Fix H-pulling? (#4425) In retrospect the answer is easy, but man this took a while. * Automatic changelog update * Makes DiceComponent ECS * Makes PlaceableSurface ECS * Added classic announcement sound to announcements (#4504) * Automatic changelog update * Refactors throw events, makes cream pies ECS (#4500) * Automatic changelog update * Port the tumbler from Box2D (#4486) * Subscribe TransformComponent events by-ref (#4478) * Refactor damageablecomponent update (#4406) * Fixing merge. I messed up part of the merge. this should fix it? * Barotrauma now uses prototypeManager As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency] * FlammableComponent now uses prototypeManager * SuicideCommands now use prototypeManager * Changed many files to use prototypeManager to resolve damaege prototypes Yeah.... prototype references would be very nice. maybe this was all a waste of time. * Grouping prototypeManager.Index with datafield definitions This will make it easier to eventually add prototype references * removed unused variable * Moved lines around. Lines now consistent with other TODO PROTOTYPE blocks * Grouping more prototypeManager.Index with datafield definitions * Removed unnecessary code * Added more prototypeManager indexing These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit. * Remove redundant _damage field * Remove redundant _currentTemperature * Moved variables down * Added prototypeManager indexing to TemperatureComponent * WeaponComponent/System now use ProtptypeManager And as far as I can tell damageType is required, and therefore should never have been null anyway? * Make ranged weapon clumsy fire effects datafields And yes, the order in which the clumsy effects occur is very important. * Made damage on vital body part loss a datafield * Renamed several damageGroup variables to group * Capitalised DamageListToDamageGroup * Make radiation and explosion damage types datafields * Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs * Fixed mistakes Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent * Added necessary code Is something tragically wrong? * MeleeWeapon damageType is not actually required * Fixing someone else's mistakes A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully? * Changed and renamed damageTypeToDamageGroup Previously would incorrectly return the total container damage for each group, not the total in the group * renaming varitables * Renamed variable DamageClasses * Added dictionary converting functions * Added ID-keyed dictionaries * Making MedicalScanner use ID dictionaries, instead of prototype dictionaries Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing. * Fix Medical Scanner * Summary (required) The joke here is that this fixes the empty summary. * Removed DamageableComponent.GetDamageGroup/Type * Renamed "damage classes" to groups. * Update ChangeDamage description * Replaced Heal() with SettAllDamage() Heal() was just a confusing name, * More Class -> Group renaming * Replace Class with Group in yaml files DamageClassTrigger does not appear in any yaml? only in testing? DamageTypeTrigger appears only in human.yaml? HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!? * Fix _prototypeManager being null errors. * Changing comments Where are the prototype references * MetabolismComponent doesn't give free heals anymore. * Changes HungerComponent healing. Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING. * Generalised a function in DamageableComponent and moved it to DamageGroupPrototype previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead. * modified DamageableComponent.ChangeDamage() ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing. Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing. Also made some general changes to ignoreResistances() * Changed class->group and added missing damage type functionality to DamageContainerPrototypes * Added Comments to damage.yml * Misc Changes to DamageableComponent * Differentiated between group support and group applicability So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far. * Added proposed alternative to ChangeDamage() * fixed error in DamageGroupPrototype * Changes to DamageableComponent Lots of changes to comments. Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files) Some minor logic changes, mostly for incorrect descirptions of boolean return values. Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter * Generalised MedicalScannerComponent If needed, can print miscellaneous damage types now * Fixed HealthChangeMetabolism bug * Changing Comments around * More questions * Made Barotrauma default to blunt * Fix RejuvenateTest.cs * Comments * Coments and variable names * fix some master-merge issues * Removed redundant fields * Misc changes for readbility of PR diff * Consistent naming * Fixed atmos damage bug * Removed Ranting * Fixed Hunger after I broke it * Fixing Bugs * Removed stupid question * Removed more stupid questions * Fix potential null errors. * Made boolean return values consistent Also renamed several functions, to make it clear they return a bool. Docs were also updated. * Removed IoCManager.InjectDependencies() * Removed unnecessary 'suffocation' prefix * Fixed Spelling Also removed accidentally left in logger call * Fixed Medical Scanner * Apply suggestions from code review Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Changing comments and whitespaces * Made damage thresholds trigger datafields required * So many typos * Changes to DamageableComponents Changed documentation in IDamageableComponent Made testing code more readable. Relabelled groups as 'Applicable' either 'Fully Supported' * Removed function and degeneralised * Update DamageableComponent.cs Removed unused parameters Fixed Networking * Added IoCManager.Resolve * Now using alternative TryChangeDamage() * Removed function from DamageGroupPrototype * Removing comments * Remove bad if statement? * Fix damageChanged ordering * Fix hurt server command * Changed //TODO PROTOTYPE blocks Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once. Also added default damage types to some more datafields * Update Content.Shared/Damage/Container/DamageContainerPrototype.cs Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * renamed _accumulatedHealth -> _accumulatedDamage and added TODOs * Another class-> group * Fix bug in generalisation of damage container prototypes * Addes Tests to make sure I dont keep adding bugs to my own code. * Changed Return values when setting * Removed unused class * Added more tests, split tests into three files * Made damage types public and VV read-write-able * Minor changes to DamageableComponent Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields * Fix Suicide, by adding IoC Resolve() * Fix DamageGroupTrigger bug * Fix typos in tests * Change comments./docstrings & spacing * Merge tests, use test prototypes Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Add Alt-click functionality (#4497) * Fix ItemSlot Bug * Add Alt-use Key * Fix TransferAmount window bug * Alt-click functionality * Added AltInteract verbs * Add new verbs * verb icons * Changed Comments * Change Comments * Fix disposal verbs * Changed Get...() to Get...OrNull() * Changed alt-interact combat behaviour * Update verb icons * Inventory interact event * Add Alt+E secondary binding * Add alt-z keybinding * Rename AltUse -> AltActivateItemInWorld * Automatic changelog update * Fixes chocolate/energy bar (#4503) * Bring refactor-damageablecomponent branch up-to-date with master (#4510) * Revert "#3935 implemented suggestions from PR" This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a. * #4219 revert of single sound removal in EmitSoundSystem * #4219 single sounds in EmitSoundSystem should work now * #4219 some small project tweaks * #4219 upgraded EmitSoundSystem to use SoundSpecifier * replacing sound (collection) names with SoundSpecifier - part 1 * #4219 pr tweaks * #4219 pr tweak (cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af) * emitsoundsystem tweak * first windoor commit * finished yaml * windoors work #Dab * sound + locked prototypes * Inserted SoundSpecifier where appropiate * added comment * removed TryGetSound + made some SoundSpecifier datafields required * changed some prototypes' sound paths * test fixes * Made plasma grindable (#4334) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Automatic changelog update * Fixes invalid yaml line (#4408) * Fix potential timer exception * SetTile during extensions test (#4409) Mainly so it can actually account for accurate grid bounds when doing the test Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> * Update submodule * GasFilter appearance, EnabledAtmosDeviceVisualizer improvements. * Add Enabled property to SubFloorHideComponent, make it networked. (#4404) * Refactor IDoorCheck into entity events (#4366) * IDoorCheck refactored to events # Conflicts: # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Doors/Components/AirlockComponent.cs # Content.Server/Doors/Components/FirelockComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Doors/IDoorCheck.cs * namespaces * Fix mapinit bug with refreshautoclose * ok i guess these just didnt feel like staging today * Automatic changelog update * AtmosDevices can optionally process in space. (#4405) Refactors some misc atmos things, too. * Fix gravity generator yeeting * Enables nullables for atmos internals * Meth (#4186) * adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Random offset for DefaultGrid every round (#4411) * Random offset for DefaultGrid every round This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it. * Fix clickable test * Fix entitysystemextensions * Automatic changelog update * Document a few atmos classes. * Update submodule We do a little bit of debugging * Make pulling feel less crap (#4414) Something something pulling refactor someday * Automatic changelog update * Comment joint prediction * Add CVar for random grid offset, disable it by default. * Fixes not taking pressure damage in space. Fixes #4415 * Automatic changelog update * Adds an alternate jumpsuit for botany (#4419) * Adds an alternate botanists jumpsuit * Updated license information * Automatic changelog update * Added two new small areas to maintenence (#4359) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Updated meta.json to standard * Update meta.json to standard * a * Revert "Update meta.json to standard" This reverts commit4c6702f17b. * Revert "Updated meta.json to standard" This reverts commit8ea7a3ad1f. * fix rsi * proper sprites + visualizes nicely * Removes broken new-line markers from a few desc. * Fixes a localization error with solution container descriptions * construction * reviews + test * remove SetLayerVisibility, doesnt work for some reason * swept moment * leftover * Automatic changelog update * Fix can't return to body bug (#4424) * Automatic changelog update * Update submodule * Fix gas tile overlays on shuttles * Offset station on roundstart again * Fix PlaceableSurface incorrect coordinate usage. It set world position to entity coordinate positions... * Automatic changelog update * Fix pickup animation incorrect coordinate usage. Animation finalPosition was world position, while initialPosition was local position. * Automatic changelog update * Pointing coordinate fixes. * Automatic changelog update * Further pickup animation improvements. * Adds Science Windoors (#4433) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Gave CMO a Hardsuit (#4434) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fixed station engineer table spawn (#4436) * Maps in windoors (#4432) * Automatic changelog update * Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225) Co-authored-by: Michael Will <will_m@outlook.de> * Automatic changelog update * Adds windoors for security and the brig. (#4441) * Automatic changelog update * Remaps Chemistry and Security, and some Mapping Fixes (#4442) * Automatic changelog update * Made the cloning pod and medical scanner constructible (#4439) * Made the cloning machine pod constructable * Added everything like I did but with the Medical Scanner Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fix fixed-point format specifier in PowerCellComponent * Update submodule * Actually update submodule The last one was a test to check if you were paying attention. * Update maps for grid collisions (#4450) * Update submodule * Fixes the windoor in science. (#4444) * Automatic changelog update * Remove IActionBlocker.CanMove (#4449) * Remove IActionBlocker.CanMove Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster. * Make that check faster * Added restrictions for what can be inserted into most belts (#4367) * Belts now restrict what can be inserted into them * Bandolier now only holds shotgun shells * Tiny typo * Another tiny typo * Automatic changelog update * Fix indentation * Fix stuff * Fix gas canister * Organize gas canister prototype * Fix audio occlusion This was previously being done on every SoundComponent. * Call SoundSystem instead * Parents crowbar-red and merges RSIs * Deletes old crowbar_red.rsi * Abstracts BasePlushie and ReagentContainerBase * Adds missing suffixes to debug items and tags them all * Crematorium now makes a noise on start and during cremation (#4459) * Automatic changelog update * Refactor disposals to ECS (#4418) * ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping * Automatic changelog update * Fix door sound dampening (#4453) * Completely fix NPC pathfinding Through rigorous investigation and hard work. * Implement Entity List Display and rework StorageComponent window (#4140) * Create EntityListDisplay * Rework ClientStorage window * Add styling * Remove unnecessary colors * Rename list * Make scrollbar push content * Change children update a bit * Add old index * Localize ClientStorageComponent * Add size return * Remove spaces * Fix usings * Fix tool sounds. Fixes #4465 * Automatic changelog update * Fix missing sounds (#4466) * Fix missing sounds * Make SoundHitSpecies fallback to SoundHit * Fix crayon YAML * Update PlaySoundBehavior YAML * Fix required * Update README.md * Fix taser physics (#4470) * Increase MoverController performance (#4448) Should be a decent amount; rest will come from removing IActionBlocker. * Remove throwing fixture error * Update submodule * Fix sound crash when making foam (#4476) * Automatic changelog update * Centers some sprites * Fix showatmos * Fix tests. Flashlight RSI state names had been changed, and some places weren't updated properly * Remove pillcomponent (#4469) * Remove PillComponent * Make food without any solution left delete and create trash * Replace PillComponent references with a Pill tag * Clean up * Add swallow message to food * Change to eatMessage override * Change FoodComponent transferAmount to nullable * Change properties to private * ItemCabinetVisualizer uses layers (#4445) * ItemCabinetVisualizer uses layers * Reviews applied * Fixes the fireaxe cabinet as well * I'm dumb * Fixes bedsheets being unpickupable (#4479) * Automatic changelog update * Adds inhands for crayons and the crayon box (#4481) * Automatic changelog update * Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480) * Automatic changelog update * Adds plant clippers and changes hydro tool sprites to be more consistent (#4482) * Adds plant clippers * Updates sycthe, hoe and spade sprites * Adds inhands for radio/walkietalkie (#4483) * Adds inhands for radio/walkietalkie and separates layers * License thingy * Fixes test * Can now equip fireaxe, claymore, spear and baseball back on your back (#4484) * Can equip spears and claymores on your back now * Adds fireaxe and baseball bat back equip * Automatic changelog update * Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma * am big dumdum pls no shed * Owner Transform to Owner in SoundSystem calls (#4460) * Owner Transform to Owner * Owner Transform to Owner minor fixes * Improve hand pickup code This way I can break EntityCoordinates' API without breaking content. BWAHAHAHAHAH! * Update submodule * Version v0.5.11 does not exist * Update submodule We don't talk about v0.5.12 either. * Update submodule For the last time * Adds duck-related content and a seclite (#4489) * Added rubber ducky * Adds ducky slippers * Adds seclite * Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * The duck slippers now quack as you walk Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Automatic changelog update * Adds the ability to assign equip sounds in ClothingComponent (#4485) * Initial * Works (Kinda) * Polish * Reviews * Removes vending inventory desc and adds missing vending machine descriptions (#4493) * Removes inventory descriptions * Adds missing vending machine descriptions using inventory descriptions * Woops missed a file * Automatic changelog update * Adds a ton more inhands (#4488) * Removed useless loc and added inhands for some lamps * Adds a ton of inhands to the game * Actually adds the pill inhand * Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Added open/close/stacklayers for Matchbox and inhands (#4496) * Added open/close/stacklayers for Matchbox * Added inhands for matchbox * What am I a clown not gonna leave no indent spaces * Adds sound to fire extinguisher safety (#4494) * Automatic changelog update * Adds a 6pack of Cola (#4499) * Adds a 6pack of Cola * Revert "Adds a 6pack of Cola" This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09. * Revert "Revert "Adds a 6pack of Cola"" This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653. * Automatic changelog update * Fix H-pulling? (#4425) In retrospect the answer is easy, but man this took a while. * Automatic changelog update * Makes DiceComponent ECS * Makes PlaceableSurface ECS * Added classic announcement sound to announcements (#4504) * Automatic changelog update * Refactors throw events, makes cream pies ECS (#4500) * Automatic changelog update * Port the tumbler from Box2D (#4486) * Subscribe TransformComponent events by-ref (#4478) * Add Alt-click functionality (#4497) * Fix ItemSlot Bug * Add Alt-use Key * Fix TransferAmount window bug * Alt-click functionality * Added AltInteract verbs * Add new verbs * verb icons * Changed Comments * Change Comments * Fix disposal verbs * Changed Get...() to Get...OrNull() * Changed alt-interact combat behaviour * Update verb icons * Inventory interact event * Add Alt+E secondary binding * Add alt-z keybinding * Rename AltUse -> AltActivateItemInWorld * Automatic changelog update * Fixes chocolate/energy bar (#4503) * Fix merge issues Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com> Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com> Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com> Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com> Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com> Co-authored-by: scrato <Mickaello2003@gmx.de> Co-authored-by: Michael Will <will_m@outlook.de> Co-authored-by: TimrodDX <timrod@gmail.com> Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Singularity fixes (#4383) * Singularity fixes * Fix the rest * Woops * ahh * Nerf singulo for now * Final touchups for now * Review * Automatic changelog update * Fix PA construction crash, make it clear that PA construction needs LV cables (#4506) * Automatic changelog update * Add security barriers (#4458) * Add sprites * Lock system now raises lock toggle events * Add prototype and barrier system * Toggle lock on click * Barrier blocks bullets (like a real wall) * Barrier now destroyable * Fancy visualzer and lighting. Also unlock by default * Deleted comma * Ignored components? * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Toggle Lock no longer handled * Made it much easier to move through airlocks Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Updates name of LV cable coil * Admin ghosts can now interact with stuff (#4178) * Ghosts now have a bool for interacting with stuff * Wrong ghost * Simping for Swept * Merge cleanup * IT'S ODNE Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Added Basic Parts Technology (#4440) * Added parts Technology * is something they're something bad grammar * Update Parts.yml * Update technologies.yml Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Add basic meteor swarm (#4420) * Add basic meteor swarm * Map fixes * Dependency cache * Fix projectile crash * Last of the reviews * Automatic changelog update * Update content for PhysicsMapComponent (#4462) * Update content for PhysicsMapComponent * Fix command * Cache broadphasesystem * Update submodule * Update SS14 for grid contraction (#4452) * Update SS14 for grid contraction * Remove more dummy chunks * Update submodule * ratio's rects * Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * push DGP for example * update damagecomponent across shared and server * fix a few bugs * Fix Merge issues * Refactor damageablecomponent update (#4406) * Fixing merge. I messed up part of the merge. this should fix it? * Barotrauma now uses prototypeManager As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency] * FlammableComponent now uses prototypeManager * SuicideCommands now use prototypeManager * Changed many files to use prototypeManager to resolve damaege prototypes Yeah.... prototype references would be very nice. maybe this was all a waste of time. * Grouping prototypeManager.Index with datafield definitions This will make it easier to eventually add prototype references * removed unused variable * Moved lines around. Lines now consistent with other TODO PROTOTYPE blocks * Grouping more prototypeManager.Index with datafield definitions * Removed unnecessary code * Added more prototypeManager indexing These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit. * Remove redundant _damage field * Remove redundant _currentTemperature * Moved variables down * Added prototypeManager indexing to TemperatureComponent * WeaponComponent/System now use ProtptypeManager And as far as I can tell damageType is required, and therefore should never have been null anyway? * Make ranged weapon clumsy fire effects datafields And yes, the order in which the clumsy effects occur is very important. * Made damage on vital body part loss a datafield * Renamed several damageGroup variables to group * Capitalised DamageListToDamageGroup * Make radiation and explosion damage types datafields * Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs * Fixed mistakes Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent * Added necessary code Is something tragically wrong? * MeleeWeapon damageType is not actually required * Fixing someone else's mistakes A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully? * Changed and renamed damageTypeToDamageGroup Previously would incorrectly return the total container damage for each group, not the total in the group * renaming varitables * Renamed variable DamageClasses * Added dictionary converting functions * Added ID-keyed dictionaries * Making MedicalScanner use ID dictionaries, instead of prototype dictionaries Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing. * Fix Medical Scanner * Summary (required) The joke here is that this fixes the empty summary. * Removed DamageableComponent.GetDamageGroup/Type * Renamed "damage classes" to groups. * Update ChangeDamage description * Replaced Heal() with SettAllDamage() Heal() was just a confusing name, * More Class -> Group renaming * Replace Class with Group in yaml files DamageClassTrigger does not appear in any yaml? only in testing? DamageTypeTrigger appears only in human.yaml? HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!? * Fix _prototypeManager being null errors. * Changing comments Where are the prototype references * MetabolismComponent doesn't give free heals anymore. * Changes HungerComponent healing. Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING. * Generalised a function in DamageableComponent and moved it to DamageGroupPrototype previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead. * modified DamageableComponent.ChangeDamage() ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing. Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing. Also made some general changes to ignoreResistances() * Changed class->group and added missing damage type functionality to DamageContainerPrototypes * Added Comments to damage.yml * Misc Changes to DamageableComponent * Differentiated between group support and group applicability So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far. * Added proposed alternative to ChangeDamage() * fixed error in DamageGroupPrototype * Changes to DamageableComponent Lots of changes to comments. Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files) Some minor logic changes, mostly for incorrect descirptions of boolean return values. Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter * Generalised MedicalScannerComponent If needed, can print miscellaneous damage types now * Fixed HealthChangeMetabolism bug * Changing Comments around * More questions * Made Barotrauma default to blunt * Fix RejuvenateTest.cs * Comments * Coments and variable names * fix some master-merge issues * Removed redundant fields * Misc changes for readbility of PR diff * Consistent naming * Fixed atmos damage bug * Removed Ranting * Fixed Hunger after I broke it * Fixing Bugs * Removed stupid question * Removed more stupid questions * Fix potential null errors. * Made boolean return values consistent Also renamed several functions, to make it clear they return a bool. Docs were also updated. * Removed IoCManager.InjectDependencies() * Removed unnecessary 'suffocation' prefix * Fixed Spelling Also removed accidentally left in logger call * Fixed Medical Scanner * Apply suggestions from code review Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Changing comments and whitespaces * Made damage thresholds trigger datafields required * So many typos * Changes to DamageableComponents Changed documentation in IDamageableComponent Made testing code more readable. Relabelled groups as 'Applicable' either 'Fully Supported' * Removed function and degeneralised * Update DamageableComponent.cs Removed unused parameters Fixed Networking * Added IoCManager.Resolve * Now using alternative TryChangeDamage() * Removed function from DamageGroupPrototype * Removing comments * Remove bad if statement? * Fix damageChanged ordering * Fix hurt server command * Changed //TODO PROTOTYPE blocks Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once. Also added default damage types to some more datafields * Update Content.Shared/Damage/Container/DamageContainerPrototype.cs Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * renamed _accumulatedHealth -> _accumulatedDamage and added TODOs * Another class-> group * Fix bug in generalisation of damage container prototypes * Addes Tests to make sure I dont keep adding bugs to my own code. * Changed Return values when setting * Removed unused class * Added more tests, split tests into three files * Made damage types public and VV read-write-able * Minor changes to DamageableComponent Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields * Fix Suicide, by adding IoC Resolve() * Fix DamageGroupTrigger bug * Fix typos in tests * Change comments./docstrings & spacing * Merge tests, use test prototypes Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Bring refactor-damageablecomponent branch up-to-date with master (#4510) * Revert "#3935 implemented suggestions from PR" This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a. * #4219 revert of single sound removal in EmitSoundSystem * #4219 single sounds in EmitSoundSystem should work now * #4219 some small project tweaks * #4219 upgraded EmitSoundSystem to use SoundSpecifier * replacing sound (collection) names with SoundSpecifier - part 1 * #4219 pr tweaks * #4219 pr tweak (cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af) * emitsoundsystem tweak * first windoor commit * finished yaml * windoors work #Dab * sound + locked prototypes * Inserted SoundSpecifier where appropiate * added comment * removed TryGetSound + made some SoundSpecifier datafields required * changed some prototypes' sound paths * test fixes * Made plasma grindable (#4334) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Automatic changelog update * Fixes invalid yaml line (#4408) * Fix potential timer exception * SetTile during extensions test (#4409) Mainly so it can actually account for accurate grid bounds when doing the test Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> * Update submodule * GasFilter appearance, EnabledAtmosDeviceVisualizer improvements. * Add Enabled property to SubFloorHideComponent, make it networked. (#4404) * Refactor IDoorCheck into entity events (#4366) * IDoorCheck refactored to events # Conflicts: # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Doors/Components/AirlockComponent.cs # Content.Server/Doors/Components/FirelockComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Doors/IDoorCheck.cs * namespaces * Fix mapinit bug with refreshautoclose * ok i guess these just didnt feel like staging today * Automatic changelog update * AtmosDevices can optionally process in space. (#4405) Refactors some misc atmos things, too. * Fix gravity generator yeeting * Enables nullables for atmos internals * Meth (#4186) * adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Random offset for DefaultGrid every round (#4411) * Random offset for DefaultGrid every round This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it. * Fix clickable test * Fix entitysystemextensions * Automatic changelog update * Document a few atmos classes. * Update submodule We do a little bit of debugging * Make pulling feel less crap (#4414) Something something pulling refactor someday * Automatic changelog update * Comment joint prediction * Add CVar for random grid offset, disable it by default. * Fixes not taking pressure damage in space. Fixes #4415 * Automatic changelog update * Adds an alternate jumpsuit for botany (#4419) * Adds an alternate botanists jumpsuit * Updated license information * Automatic changelog update * Added two new small areas to maintenence (#4359) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Updated meta.json to standard * Update meta.json to standard * a * Revert "Update meta.json to standard" This reverts commit4c6702f17b. * Revert "Updated meta.json to standard" This reverts commit8ea7a3ad1f. * fix rsi * proper sprites + visualizes nicely * Removes broken new-line markers from a few desc. * Fixes a localization error with solution container descriptions * construction * reviews + test * remove SetLayerVisibility, doesnt work for some reason * swept moment * leftover * Automatic changelog update * Fix can't return to body bug (#4424) * Automatic changelog update * Update submodule * Fix gas tile overlays on shuttles * Offset station on roundstart again * Fix PlaceableSurface incorrect coordinate usage. It set world position to entity coordinate positions... * Automatic changelog update * Fix pickup animation incorrect coordinate usage. Animation finalPosition was world position, while initialPosition was local position. * Automatic changelog update * Pointing coordinate fixes. * Automatic changelog update * Further pickup animation improvements. * Adds Science Windoors (#4433) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Gave CMO a Hardsuit (#4434) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fixed station engineer table spawn (#4436) * Maps in windoors (#4432) * Automatic changelog update * Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225) Co-authored-by: Michael Will <will_m@outlook.de> * Automatic changelog update * Adds windoors for security and the brig. (#4441) * Automatic changelog update * Remaps Chemistry and Security, and some Mapping Fixes (#4442) * Automatic changelog update * Made the cloning pod and medical scanner constructible (#4439) * Made the cloning machine pod constructable * Added everything like I did but with the Medical Scanner Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Fix fixed-point format specifier in PowerCellComponent * Update submodule * Actually update submodule The last one was a test to check if you were paying attention. * Update maps for grid collisions (#4450) * Update submodule * Fixes the windoor in science. (#4444) * Automatic changelog update * Remove IActionBlocker.CanMove (#4449) * Remove IActionBlocker.CanMove Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster. * Make that check faster * Added restrictions for what can be inserted into most belts (#4367) * Belts now restrict what can be inserted into them * Bandolier now only holds shotgun shells * Tiny typo * Another tiny typo * Automatic changelog update * Fix indentation * Fix stuff * Fix gas canister * Organize gas canister prototype * Fix audio occlusion This was previously being done on every SoundComponent. * Call SoundSystem instead * Parents crowbar-red and merges RSIs * Deletes old crowbar_red.rsi * Abstracts BasePlushie and ReagentContainerBase * Adds missing suffixes to debug items and tags them all * Crematorium now makes a noise on start and during cremation (#4459) * Automatic changelog update * Refactor disposals to ECS (#4418) * ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping * Automatic changelog update * Fix door sound dampening (#4453) * Completely fix NPC pathfinding Through rigorous investigation and hard work. * Implement Entity List Display and rework StorageComponent window (#4140) * Create EntityListDisplay * Rework ClientStorage window * Add styling * Remove unnecessary colors * Rename list * Make scrollbar push content * Change children update a bit * Add old index * Localize ClientStorageComponent * Add size return * Remove spaces * Fix usings * Fix tool sounds. Fixes #4465 * Automatic changelog update * Fix missing sounds (#4466) * Fix missing sounds * Make SoundHitSpecies fallback to SoundHit * Fix crayon YAML * Update PlaySoundBehavior YAML * Fix required * Update README.md * Fix taser physics (#4470) * Increase MoverController performance (#4448) Should be a decent amount; rest will come from removing IActionBlocker. * Remove throwing fixture error * Update submodule * Fix sound crash when making foam (#4476) * Automatic changelog update * Centers some sprites * Fix showatmos * Fix tests. Flashlight RSI state names had been changed, and some places weren't updated properly * Remove pillcomponent (#4469) * Remove PillComponent * Make food without any solution left delete and create trash * Replace PillComponent references with a Pill tag * Clean up * Add swallow message to food * Change to eatMessage override * Change FoodComponent transferAmount to nullable * Change properties to private * ItemCabinetVisualizer uses layers (#4445) * ItemCabinetVisualizer uses layers * Reviews applied * Fixes the fireaxe cabinet as well * I'm dumb * Fixes bedsheets being unpickupable (#4479) * Automatic changelog update * Adds inhands for crayons and the crayon box (#4481) * Automatic changelog update * Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480) * Automatic changelog update * Adds plant clippers and changes hydro tool sprites to be more consistent (#4482) * Adds plant clippers * Updates sycthe, hoe and spade sprites * Adds inhands for radio/walkietalkie (#4483) * Adds inhands for radio/walkietalkie and separates layers * License thingy * Fixes test * Can now equip fireaxe, claymore, spear and baseball back on your back (#4484) * Can equip spears and claymores on your back now * Adds fireaxe and baseball bat back equip * Automatic changelog update * Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma * am big dumdum pls no shed * Owner Transform to Owner in SoundSystem calls (#4460) * Owner Transform to Owner * Owner Transform to Owner minor fixes * Improve hand pickup code This way I can break EntityCoordinates' API without breaking content. BWAHAHAHAHAH! * Update submodule * Version v0.5.11 does not exist * Update submodule We don't talk about v0.5.12 either. * Update submodule For the last time * Adds duck-related content and a seclite (#4489) * Added rubber ducky * Adds ducky slippers * Adds seclite * Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * The duck slippers now quack as you walk Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Automatic changelog update * Adds the ability to assign equip sounds in ClothingComponent (#4485) * Initial * Works (Kinda) * Polish * Reviews * Removes vending inventory desc and adds missing vending machine descriptions (#4493) * Removes inventory descriptions * Adds missing vending machine descriptions using inventory descriptions * Woops missed a file * Automatic changelog update * Adds a ton more inhands (#4488) * Removed useless loc and added inhands for some lamps * Adds a ton of inhands to the game * Actually adds the pill inhand * Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Added open/close/stacklayers for Matchbox and inhands (#4496) * Added open/close/stacklayers for Matchbox * Added inhands for matchbox * What am I a clown not gonna leave no indent spaces * Adds sound to fire extinguisher safety (#4494) * Automatic changelog update * Adds a 6pack of Cola (#4499) * Adds a 6pack of Cola * Revert "Adds a 6pack of Cola" This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09. * Revert "Revert "Adds a 6pack of Cola"" This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653. * Automatic changelog update * Fix H-pulling? (#4425) In retrospect the answer is easy, but man this took a while. * Automatic changelog update * Makes DiceComponent ECS * Makes PlaceableSurface ECS * Added classic announcement sound to announcements (#4504) * Automatic changelog update * Refactors throw events, makes cream pies ECS (#4500) * Automatic changelog update * Port the tumbler from Box2D (#4486) * Subscribe TransformComponent events by-ref (#4478) * Add Alt-click functionality (#4497) * Fix ItemSlot Bug * Add Alt-use Key * Fix TransferAmount window bug * Alt-click functionality * Added AltInteract verbs * Add new verbs * verb icons * Changed Comments * Change Comments * Fix disposal verbs * Changed Get...() to Get...OrNull() * Changed alt-interact combat behaviour * Update verb icons * Inventory interact event * Add Alt+E secondary binding * Add alt-z keybinding * Rename AltUse -> AltActivateItemInWorld * Automatic changelog update * Fixes chocolate/energy bar (#4503) * Fix merge issues Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com> Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com> Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com> Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com> Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com> Co-authored-by: scrato <Mickaello2003@gmx.de> Co-authored-by: Michael Will <will_m@outlook.de> Co-authored-by: TimrodDX <timrod@gmail.com> Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com> Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com> Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com> Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com> Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com> Co-authored-by: scrato <Mickaello2003@gmx.de> Co-authored-by: Michael Will <will_m@outlook.de> Co-authored-by: TimrodDX <timrod@gmail.com> Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com> Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
680 lines
22 KiB
C#
680 lines
22 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Doors;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.Timer;
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using Content.Server.GameObjects.Components.Construction;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.GameObjects.Components.Doors
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(SharedDoorComponent))]
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public class ServerDoorComponent : SharedDoorComponent, IActivate, IStartCollide, IInteractUsing, IMapInit
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{
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[ComponentDependency]
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private readonly IDoorCheck? _doorCheck = null;
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[ViewVariables]
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[DataField("board")]
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private string? _boardPrototype;
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[DataField("damageType", required: true)]
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private readonly DamageTypePrototype _damageType = default!;
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public override DoorState State
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{
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get => base.State;
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protected set
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{
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if (State == value)
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{
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return;
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}
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base.State = value;
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StateChangeStartTime = State switch
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{
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DoorState.Open or DoorState.Closed => null,
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DoorState.Opening or DoorState.Closing => GameTiming.CurTime,
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_ => throw new ArgumentOutOfRangeException(),
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};
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if (_doorCheck != null)
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{
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_doorCheck.OnStateChange(State);
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RefreshAutoClose();
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}
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Dirty();
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}
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}
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private static readonly TimeSpan AutoCloseDelay = TimeSpan.FromSeconds(5);
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private CancellationTokenSource? _stateChangeCancelTokenSource;
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private CancellationTokenSource? _autoCloseCancelTokenSource;
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private const int DoorCrushDamage = 15;
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private const float DoorStunTime = 5f;
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/// <summary>
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/// Whether the door will ever crush.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("inhibitCrush")]
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private bool _inhibitCrush;
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/// <summary>
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/// Whether the door blocks light.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("occludes")]
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private bool _occludes = true;
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public bool Occludes => _occludes;
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/// <summary>
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/// Whether the door will open when it is bumped into.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("bumpOpen")]
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private bool _bumpOpen = true;
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/// <summary>
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/// Whether the door starts open when it's first loaded from prototype. A door won't start open if its prototype is also welded shut.
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/// Handled in Startup().
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("startOpen")]
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private bool _startOpen;
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/// <summary>
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/// Whether the airlock is welded shut. Can be set by the prototype, although this will fail if the door isn't weldable.
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/// When set by prototype, handled in Startup().
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/// </summary>
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[DataField("welded")]
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private bool _isWeldedShut;
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/// <summary>
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/// Whether the airlock is welded shut.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsWeldedShut
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{
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get => _isWeldedShut;
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set
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{
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if (_isWeldedShut == value)
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{
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return;
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}
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_isWeldedShut = value;
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SetAppearance(_isWeldedShut ? DoorVisualState.Welded : DoorVisualState.Closed);
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}
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}
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/// <summary>
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/// Whether the door can ever be welded shut.
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/// </summary>
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[DataField("weldable")]
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private bool _weldable = true;
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/// <summary>
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/// Whether the door can currently be welded.
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/// </summary>
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private bool CanWeldShut => _weldable && State == DoorState.Closed;
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/// <summary>
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/// Whether something is currently using a welder on this so DoAfter isn't spammed.
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/// </summary>
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private bool _beingWelded;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canCrush")]
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private bool _canCrush = true;
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protected override void Startup()
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{
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base.Startup();
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if (IsWeldedShut)
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{
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if (!CanWeldShut)
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{
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Logger.Warning("{0} prototype loaded with incompatible flags: 'welded' is true, but door cannot be welded.", Owner.Name);
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return;
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}
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SetAppearance(DoorVisualState.Welded);
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}
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CreateDoorElectronicsBoard();
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}
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public override void OnRemove()
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{
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_stateChangeCancelTokenSource?.Cancel();
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_autoCloseCancelTokenSource?.Cancel();
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base.OnRemove();
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}
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void IMapInit.MapInit()
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{
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if (_startOpen)
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{
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if (IsWeldedShut)
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{
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Logger.Warning("{0} prototype loaded with incompatible flags: 'welded' and 'startOpen' are both true.", Owner.Name);
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return;
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}
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QuickOpen();
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}
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CreateDoorElectronicsBoard();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (_doorCheck != null && _doorCheck.BlockActivate(eventArgs))
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{
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return;
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}
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if (State == DoorState.Open)
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{
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TryClose(eventArgs.User);
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}
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else if (State == DoorState.Closed)
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{
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TryOpen(eventArgs.User);
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}
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (State != DoorState.Closed)
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{
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return;
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}
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if (!_bumpOpen)
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{
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return;
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}
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// Disabled because it makes it suck hard to walk through double doors.
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TryOpen(otherFixture.Body.Owner);
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}
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#region Opening
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public void TryOpen(IEntity user)
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{
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if (CanOpenByEntity(user))
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{
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Open();
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if (user.TryGetComponent(out HandsComponent? hands) && hands.Count == 0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/bang.ogg", Owner,
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AudioParams.Default.WithVolume(-2));
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}
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}
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else
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{
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Deny();
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}
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}
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public bool CanOpenByEntity(IEntity user)
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{
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if(!CanOpenGeneric())
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{
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return false;
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}
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if (!Owner.TryGetComponent(out AccessReader? access))
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{
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return true;
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}
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var doorSystem = EntitySystem.Get<ServerDoorSystem>();
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var isAirlockExternal = HasAccessType("External");
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return doorSystem.AccessType switch
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{
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ServerDoorSystem.AccessTypes.AllowAll => true,
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ServerDoorSystem.AccessTypes.AllowAllIdExternal => isAirlockExternal || access.IsAllowed(user),
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ServerDoorSystem.AccessTypes.AllowAllNoExternal => !isAirlockExternal,
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_ => access.IsAllowed(user)
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};
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}
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/// <summary>
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/// Returns whether a door has a certain access type. For example, maintenance doors will have access type
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/// "Maintenance" in their AccessReader.
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/// </summary>
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private bool HasAccessType(string accessType)
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{
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if (Owner.TryGetComponent(out AccessReader? access))
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{
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return access.AccessLists.Any(list => list.Contains(accessType));
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}
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return true;
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}
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/// <summary>
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/// Checks if we can open at all, for anyone or anything. Will return false if inhibited by an IDoorCheck component.
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/// </summary>
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/// <returns>Boolean describing whether this door can open.</returns>
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public bool CanOpenGeneric()
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{
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// note the welded check -- CanCloseGeneric does not have this
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if (IsWeldedShut)
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{
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return false;
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}
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if(_doorCheck != null)
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{
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return _doorCheck.OpenCheck();
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}
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return true;
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}
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/// <summary>
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/// Opens the door. Does not check if this is possible.
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/// </summary>
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public void Open()
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{
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State = DoorState.Opening;
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if (Occludes && Owner.TryGetComponent(out OccluderComponent? occluder))
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{
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occluder.Enabled = false;
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}
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_stateChangeCancelTokenSource?.Cancel();
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_stateChangeCancelTokenSource = new();
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Owner.SpawnTimer(OpenTimeOne, async () =>
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{
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OnPartialOpen();
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await Timer.Delay(OpenTimeTwo, _stateChangeCancelTokenSource.Token);
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State = DoorState.Open;
|
|
}, _stateChangeCancelTokenSource.Token);
|
|
}
|
|
|
|
protected override void OnPartialOpen()
|
|
{
|
|
if (Owner.TryGetComponent(out AirtightComponent? airtight))
|
|
{
|
|
airtight.AirBlocked = false;
|
|
}
|
|
base.OnPartialOpen();
|
|
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, false));
|
|
}
|
|
|
|
private void QuickOpen()
|
|
{
|
|
if (Occludes && Owner.TryGetComponent(out OccluderComponent? occluder))
|
|
{
|
|
occluder.Enabled = false;
|
|
}
|
|
OnPartialOpen();
|
|
State = DoorState.Open;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Closing
|
|
|
|
public void TryClose(IEntity user)
|
|
{
|
|
if (!CanCloseByEntity(user))
|
|
{
|
|
Deny();
|
|
return;
|
|
}
|
|
|
|
Close();
|
|
}
|
|
|
|
public bool CanCloseByEntity(IEntity user)
|
|
{
|
|
if (!CanCloseGeneric())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!Owner.TryGetComponent(out AccessReader? access))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return access.IsAllowed(user);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if we can close at all, for anyone or anything. Will return false if inhibited by an IDoorCheck component or if we are colliding with somebody while our Safety is on.
|
|
/// </summary>
|
|
/// <returns>Boolean describing whether this door can close.</returns>
|
|
public bool CanCloseGeneric()
|
|
{
|
|
if (_doorCheck != null && !_doorCheck.CloseCheck())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return !IsSafetyColliding();
|
|
}
|
|
|
|
private bool SafetyCheck()
|
|
{
|
|
return (_doorCheck != null && _doorCheck.SafetyCheck()) || _inhibitCrush;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if we care about safety, and if so, if something is colliding with it; ignores the CanCollide of the door's PhysicsComponent.
|
|
/// </summary>
|
|
/// <returns>True if something is colliding with us and we shouldn't crush things, false otherwise.</returns>
|
|
private bool IsSafetyColliding()
|
|
{
|
|
var safety = SafetyCheck();
|
|
|
|
if (safety && Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
|
{
|
|
var broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
|
|
|
|
// Use this version so we can ignore the CanCollide being false
|
|
foreach(var e in broadPhaseSystem.GetCollidingEntities(physicsComponent.Owner.Transform.MapID, physicsComponent.GetWorldAABB()))
|
|
{
|
|
if ((physicsComponent.CollisionMask & e.CollisionLayer) != 0 && broadPhaseSystem.IntersectionPercent(physicsComponent, e) > 0.01f) return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Closes the door. Does not check if this is possible.
|
|
/// </summary>
|
|
public void Close()
|
|
{
|
|
State = DoorState.Closing;
|
|
|
|
// no more autoclose; we ARE closed
|
|
_autoCloseCancelTokenSource?.Cancel();
|
|
|
|
_stateChangeCancelTokenSource?.Cancel();
|
|
_stateChangeCancelTokenSource = new();
|
|
Owner.SpawnTimer(CloseTimeOne, async () =>
|
|
{
|
|
// if somebody walked into the door as it was closing, and we don't crush things
|
|
if (IsSafetyColliding())
|
|
{
|
|
Open();
|
|
return;
|
|
}
|
|
|
|
OnPartialClose();
|
|
await Timer.Delay(CloseTimeTwo, _stateChangeCancelTokenSource.Token);
|
|
|
|
if (Occludes && Owner.TryGetComponent(out OccluderComponent? occluder))
|
|
{
|
|
occluder.Enabled = true;
|
|
}
|
|
|
|
State = DoorState.Closed;
|
|
}, _stateChangeCancelTokenSource.Token);
|
|
}
|
|
|
|
protected override void OnPartialClose()
|
|
{
|
|
base.OnPartialClose();
|
|
|
|
// if safety is off, crushes people inside of the door, temporarily turning off collisions with them while doing so.
|
|
var becomeairtight = SafetyCheck() || !TryCrush();
|
|
|
|
if (becomeairtight && Owner.TryGetComponent(out AirtightComponent? airtight))
|
|
{
|
|
airtight.AirBlocked = true;
|
|
}
|
|
|
|
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, true));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Crushes everyone colliding with us by more than 10%.
|
|
/// </summary>
|
|
/// <returns>True if we crushed somebody, false if we did not.</returns>
|
|
private bool TryCrush()
|
|
{
|
|
if (PhysicsComponent == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var collidingentities = PhysicsComponent.GetCollidingEntities(Vector2.Zero, false);
|
|
|
|
if (!collidingentities.Any())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var doorAABB = PhysicsComponent.GetWorldAABB();
|
|
var hitsomebody = false;
|
|
|
|
// Crush
|
|
foreach (var e in collidingentities)
|
|
{
|
|
if (!e.Owner.TryGetComponent(out StunnableComponent? stun)
|
|
|| !e.Owner.TryGetComponent(out IDamageableComponent? damage))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var percentage = e.GetWorldAABB().IntersectPercentage(doorAABB);
|
|
|
|
if (percentage < 0.1f)
|
|
continue;
|
|
|
|
hitsomebody = true;
|
|
CurrentlyCrushing.Add(e.Owner.Uid);
|
|
|
|
damage.ChangeDamage(_damageType, DoorCrushDamage, false, Owner);
|
|
stun.Paralyze(DoorStunTime);
|
|
}
|
|
|
|
// If we hit someone, open up after stun (opens right when stun ends)
|
|
if (hitsomebody)
|
|
{
|
|
Owner.SpawnTimer(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, Open);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void Deny()
|
|
{
|
|
if (_doorCheck != null && !_doorCheck.DenyCheck())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (State == DoorState.Open || IsWeldedShut)
|
|
return;
|
|
|
|
_stateChangeCancelTokenSource?.Cancel();
|
|
_stateChangeCancelTokenSource = new();
|
|
SetAppearance(DoorVisualState.Deny);
|
|
Owner.SpawnTimer(DenyTime, () =>
|
|
{
|
|
SetAppearance(DoorVisualState.Closed);
|
|
}, _stateChangeCancelTokenSource.Token);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stops the current auto-close timer if there is one. Starts a new one if this is appropriate (i.e. entity has an IDoorCheck component that allows auto-closing).
|
|
/// </summary>
|
|
public void RefreshAutoClose()
|
|
{
|
|
_autoCloseCancelTokenSource?.Cancel();
|
|
|
|
if (State != DoorState.Open || _doorCheck == null || !_doorCheck.AutoCloseCheck())
|
|
{
|
|
return;
|
|
}
|
|
_autoCloseCancelTokenSource = new();
|
|
|
|
var realCloseTime = _doorCheck.GetCloseSpeed() ?? AutoCloseDelay;
|
|
|
|
Owner.SpawnRepeatingTimer(realCloseTime, async () =>
|
|
{
|
|
if (CanCloseGeneric())
|
|
{
|
|
// Close() cancels _autoCloseCancellationTokenSource, so we're fine.
|
|
Close();
|
|
}
|
|
}, _autoCloseCancelTokenSource.Token);
|
|
}
|
|
|
|
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
if(!eventArgs.Using.TryGetComponent(out ToolComponent? tool))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// for prying doors
|
|
if (tool.HasQuality(ToolQuality.Prying) && !IsWeldedShut)
|
|
{
|
|
var successfulPry = false;
|
|
|
|
if (_doorCheck != null)
|
|
{
|
|
_doorCheck.OnStartPry(eventArgs);
|
|
successfulPry = await tool.UseTool(eventArgs.User, Owner,
|
|
_doorCheck.GetPryTime() ?? 0.5f, ToolQuality.Prying, () => _doorCheck.CanPryCheck(eventArgs));
|
|
}
|
|
else
|
|
{
|
|
successfulPry = await tool.UseTool(eventArgs.User, Owner, 0.5f, ToolQuality.Prying);
|
|
}
|
|
|
|
if (successfulPry && !IsWeldedShut)
|
|
{
|
|
if (State == DoorState.Closed)
|
|
{
|
|
Open();
|
|
}
|
|
else if (State == DoorState.Open)
|
|
{
|
|
Close();
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// for welding doors
|
|
if (CanWeldShut && tool.Owner.TryGetComponent(out WelderComponent? welder) && welder.WelderLit)
|
|
{
|
|
if(!_beingWelded)
|
|
{
|
|
_beingWelded = true;
|
|
if(await welder.UseTool(eventArgs.User, Owner, 3f, ToolQuality.Welding, 3f, () => CanWeldShut))
|
|
{
|
|
// just in case
|
|
if (!CanWeldShut)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
_beingWelded = false;
|
|
IsWeldedShut = !IsWeldedShut;
|
|
return true;
|
|
}
|
|
_beingWelded = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_beingWelded = false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates the corresponding door electronics board on the door.
|
|
/// This exists so when you deconstruct doors that were serialized with the map,
|
|
/// you can retrieve the door electronics board.
|
|
/// </summary>
|
|
private void CreateDoorElectronicsBoard()
|
|
{
|
|
// Ensure that the construction component is aware of the board container.
|
|
if (Owner.TryGetComponent(out ConstructionComponent? construction))
|
|
construction.AddContainer("board");
|
|
|
|
// We don't do anything if this is null or empty.
|
|
if (string.IsNullOrEmpty(_boardPrototype))
|
|
return;
|
|
|
|
var container = Owner.EnsureContainer<Container>("board", out var existed);
|
|
|
|
return;
|
|
/* // TODO ShadowCommander: Re-enable when access is added to boards. Requires map update.
|
|
if (existed)
|
|
{
|
|
// We already contain a board. Note: We don't check if it's the right one!
|
|
if (container.ContainedEntities.Count != 0)
|
|
return;
|
|
}
|
|
|
|
var board = Owner.EntityManager.SpawnEntity(_boardPrototype, Owner.Transform.Coordinates);
|
|
|
|
if(!container.Insert(board))
|
|
Logger.Warning($"Couldn't insert board {board} into door {Owner}!");
|
|
*/
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
return new DoorComponentState(State, StateChangeStartTime, CurrentlyCrushing, GameTiming.CurTime);
|
|
}
|
|
}
|
|
}
|