Merge branch 'master' into expl_int_analyzer

This commit is contained in:
Pieter-Jan Briers
2021-02-08 22:46:28 +01:00
140 changed files with 3622 additions and 1208 deletions

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@@ -29,7 +29,7 @@ namespace Content.Shared
GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", false, CVar.ARCHIVE);
public static readonly CVarDef<int>
GameLobbyDuration = CVarDef.Create("game.lobbyduration", 20, CVar.ARCHIVE);
GameLobbyDuration = CVarDef.Create("game.lobbyduration", 60, CVar.ARCHIVE);
public static readonly CVarDef<string>
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "Suspicion", CVar.ARCHIVE);

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@@ -0,0 +1,56 @@
#nullable enable
using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using System.Linq;
using Robust.Shared.Interfaces.Serialization;
namespace Content.Shared.Construction.ConstructionConditions
{
[UsedImplicitly]
public class WallmountCondition : IConstructionCondition
{
void IExposeData.ExposeData(ObjectSerializer serializer) { }
public bool Condition(IEntity user, EntityCoordinates location, Direction direction)
{
var entManager = IoCManager.Resolve<IEntityManager>();
// get blueprint and user position
var userWorldPosition = user.Transform.WorldPosition;
var objWorldPosition = location.ToMap(entManager).Position;
// find direction from user to blueprint
var userToObject = (objWorldPosition - userWorldPosition);
// dot product will be positive if user direction and blueprint are co-directed
var dotProd = Vector2.Dot(direction.ToVec(), userToObject);
if (dotProd > 0)
return false;
// now we need to check that user actually tries to build wallmount on a wall
var physics = IoCManager.Resolve<IPhysicsManager>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
var length = userToObject.Length;
var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,
predicate: (e) => !e.HasTag("Wall"));
if (!userToObjRaycastResults.Any())
return false;
// get this wall entity
var targetWall = userToObjRaycastResults.First().HitEntity;
// check that we didn't try to build wallmount that facing another adjacent wall
var rAdjWall = new CollisionRay(objWorldPosition, direction.ToVec(), (int) CollisionGroup.Impassable);
var adjWallRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rAdjWall, maxLength: 0.5f,
predicate: (e) => e == targetWall || !e.HasTag("Wall"));
return !adjWallRaycastResults.Any();
}
}
}

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@@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Damage

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@@ -4,7 +4,7 @@ using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.ActionBlocking
{
public class SharedHandcuffComponent : Component
public abstract class SharedHandcuffComponent : Component
{
public override string Name => "Handcuff";
public override uint? NetID => ContentNetIDs.HANDCUFFS;

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@@ -12,13 +12,13 @@ namespace Content.Shared.GameObjects.Components.GUI
{
public override string Name => "Stripping";
public bool CanDragDropOn(DragDropEventArgs eventArgs)
bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
{
if (!eventArgs.Dragged.TryGetComponent(out SharedStrippableComponent? strippable)) return false;
return strippable.CanBeStripped(Owner);
}
public bool DragDropOn(DragDropEventArgs eventArgs)
bool IDragDropOn.DragDropOn(DragDropEventArgs eventArgs)
{
// Handled by StrippableComponent
return true;

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@@ -0,0 +1,33 @@
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
[RegisterComponent]
public class SharedEmotingComponent : Component, IActionBlocker
{
private bool _enabled = true;
public override string Name => "Emoting";
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
Dirty();
}
}
bool IActionBlocker.CanEmote() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

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@@ -0,0 +1,36 @@
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
/// <summary>
/// Component required for entities to be able to speak.
/// </summary>
[RegisterComponent]
public class SharedSpeechComponent : Component, IActionBlocker
{
private bool _enabled = true;
public override string Name => "Speech";
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
Dirty();
}
}
bool IActionBlocker.CanSpeak() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

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@@ -0,0 +1,29 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Shared.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class SharedDummyInputMoverComponent : Component, IMoverComponent
{
public override string Name => "DummyInputMover";
public float CurrentWalkSpeed => 0f;
public float CurrentSprintSpeed => 0f;
public float CurrentPushSpeed => 0f;
public float GrabRange => 0f;
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
}
public void SetSprinting(ushort subTick, bool walking)
{
}
}
}

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@@ -1,8 +1,11 @@
#nullable enable
using Robust.Shared.GameObjects;
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Tag
{
[Serializable, NetSerializable]
public class TagComponentState : ComponentState
{
public TagComponentState(string[] tags) : base(ContentNetIDs.TAG)

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@@ -1,4 +1,5 @@
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
@@ -62,6 +63,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
public static bool CanSpeak(IEntity entity)
{
if (!entity.HasComponent<SharedSpeechComponent>())
return false;
var canSpeak = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
@@ -98,6 +102,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
public static bool CanEmote(IEntity entity)
{
if (!entity.HasComponent<SharedEmotingComponent>())
return false;
var canEmote = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())

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@@ -1,3 +1,4 @@
#nullable enable
using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
@@ -23,7 +24,6 @@ namespace Content.Shared.Physics
GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Underplating = 1 << 7, // 128 Things that are under plating
Passable = 1 << 8, // 256 Things that are passable
ExplosivePassable = 1 << 9, // 512 Things that let the pressure of a explosion through
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,

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@@ -17,7 +17,7 @@ namespace Content.Shared.Prototypes.Tag
{
public string ID { get; [UsedImplicitly] private set; } = default!;
public void ExposeData(ObjectSerializer serializer)
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.ID, "id", "");
}