Commit Graph

201 Commits

Author SHA1 Message Date
Pieter-Jan Briers
4265fac7b8 Welders now play sounds when toggled. 2019-11-29 16:46:25 +01:00
L.E.D
c213fa8cdf object break sounds (#477) 2019-11-28 14:37:03 +01:00
Víctor Aguilera Puerto
fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test.

* Midi stuff

* Some more work

* This actually works now!

* update

* Midi Audio works!

* Lots of stuff, and cool interfaces for items

* Update

* Fix a few things

* It just works

* Move textures to another folder, remove placeholder description from instruments

* Fix warning

* Use renderer enum

* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.

* Fix incorrect sprite paths

* Instruments take midi file size check into account when enabling/disabling midi playback buttons

* Fix crash when pressing drop on empty hand.

* Use new renderer return values for midi/input

* Xylophones are no longer handheld instruments, fix their sprites.

* Use new API

* Remove nfluidsynth from solution

* Timing information

* Use IGameTiming.CurTime for timestamps instead
2019-11-25 00:11:47 +01:00
Ephememory
d63c879404 Crowbar floor tiles and placement (#429)
* Adds tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing

* fixes

* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.

* Changes per review request

* move stack.use and if statement
2019-11-23 22:10:05 +01:00
dylanstrategie
421847e9d3 Add filled toolbelt variant for easy engineering (#458)
* Add filled toolbelt variant for easy engineering

* Petty newline
2019-11-23 21:56:32 +01:00
DamianX
3a7a3a89ba Added hair, facial hair, magic mirror (#452)
* Added hair, facial hair, magic mirror

* I forgot to commit the textures lmao

* Use shader to fix hair color blending
2019-11-23 21:55:46 +01:00
dylanstrategie
4198b6dc4e Medkits are now a container plus filled version (#457) 2019-11-23 21:39:12 +01:00
Pieter-Jan Briers
2d4f1780bf Fix outline shader 2019-11-22 19:55:34 +01:00
ShadowCommander
1580750606 Implement Cargo Console (#413)
* Implement Cargo Console

Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.

Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.

Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.

Implement basic spawning of items from approved orders in CargoOrderDatabase.

* Finish Cargo Console

Add validation to make sure Order Amount is one or more.

Implement approve and cancel buttons to CargoConsoleMenu orders list row.

Add price to CargoConsoleMenu product list row.

Implement CargoOrderDataManager to consolidate CargoOrder lists.

Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.

Implement canceling orders.
Implement approving orders.

Fix sprite links.

Implement Cargo Request Console.
2019-11-22 01:37:14 +01:00
metalgearsloth
58709d2d26 Add power cell and weapon chargers (#430)
* Add power cell and weapon chargers

Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized

* Address PJB's feedback

Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
2019-11-21 23:48:56 +01:00
Ephememory
94c00dda95 Fix various bugs with construction (#446) 2019-11-21 23:46:37 +01:00
Ephememory
0595088409 Fix crates having zero gravity all to themselves (#443) 2019-11-21 23:46:01 +01:00
moneyl
3ab8036363 De-hardcode chemical metabolism of StomachComponent (#437)
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder

* Replace hardcoded StomachComponent metabolism with IMetabolizable

The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.

* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence

Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.

* Additional comment on function

* Make metabolizer interface implementations explicit

Also removed some unused using statements

* Make StomachComponent._reagentDeltas readonly

* Fix misleading variable names and docs for metabolizables

Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
2019-11-21 23:24:19 +01:00
Ephememory
1f177a044d Fix flashlight PointLight radius (#438)
* Add radius to `HandheldLightComponent.cs`

* Revert handheldlightcomponent and simply specify radius to flashlight in yaml.
2019-11-21 15:23:09 +01:00
ZelteHonor
447db2e458 Basis for the job system (#434)
* Add basic yaml Jobs file

* Add Job Prototype

* Rename Jobs to Job

* Remove BaseJob

* Add the Job class child of Role

* Add code for spawning as an assistant. Not actually working, the job prototype can't be found.

* Fix role instead of job left in yaml

* Add starting gear support for job and the starting gear for assistant as an exemple

* Link job with starting gear in yaml

* Better naming and some error handling

* Tweak error handling
2019-11-17 17:18:39 +01:00
scuffedjays
173329de8f move outline to content 2019-11-12 10:58:41 -06:00
Ephememory
ef2b665ff0 R&D Equipment now require power to operate. (#428)
* Fixes: #392

- Make Lathe require power to interact with or produce.
- Make R&D Console require power to interact with.
- Add PowerDevice component to R&D computer.
- Add PowerDevice component to R&D server.

* Update LatheComponent.cs

* Update LatheComponent.cs

* Update ResearchConsoleComponent.cs
2019-11-12 15:35:34 +01:00
Pieter-Jan Briers
841bb101c5 Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
metalgearsloth
de148fc98f Add hunger and thirst (#363)
* Add hunger and thirst

Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst

* Cleanup rebase

* Cleanup stuff that was prototyped

* Address feedback

Still need to add a statuseffects system in a separate branch

* More cleanup on nutrition

Fix Remie's feedback and also damage tick.

* Re-implement nutrition with master

* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution

Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor

Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser

* Fix broken bottle parent
2019-11-11 22:20:03 +01:00
Ephememory
0d30bc2676 Add Eris' keyboard sounds to R&D Console. (#427)
* Add Eris' keyboard sounds to R&D Console.

* woah buddy thats not c# standard

* fix weirdly capitalized keyboard method

* thats silly
2019-11-11 00:46:27 +01:00
metalgearsloth
63611cef80 Port Discordia shoes (#422)
Where no icon was found used the equipped sprites
Also updated the vending machine prototypes but more items will need adding in the future.
2019-11-09 12:09:42 +01:00
metalgearsloth
0b5759abe6 Port Discordia gloves (#419)
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
2019-11-06 17:23:35 +01:00
DamianX
1e425f3c28 Basic wrenchable component (#418) 2019-11-06 17:22:55 +01:00
DamianX
4720353fa2 Basic rotatable component (#416)
* Basic rotatable component

* Added counter-clockwise verb

* RegisterIgnore
2019-11-06 17:22:26 +01:00
moneyl
e8679d9308 Add chemistry sprites. Move existing ones into RSIs (#401)
* Add chemistry sprites and move existing ones into RSIs

There are already a few chemistry sprites that are sitting loose in folders. More of them will be needed soon such as pill and other chem machine sprites. This adds RSIs with chemistry sprites from CEV-Eris and moves existing ones into the relevant RSIs.

* Separate machine screens into their own sprites.

Separates screens and machines into their own sprites.
2019-11-03 15:33:23 +01:00
metalgearsloth
12cf5559c2 Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects

All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.

* Change overlay / status effects to use states

* Change TryRemoveStatus to RemoveStatus

Doesn't return a bool so not trying.
Addressing PJB's feedback.
2019-10-30 16:37:22 +01:00
Pieter-Jan Briers
50755a040b Gas mask sprite from Eris. 2019-10-22 23:34:15 +02:00
Pieter-Jan Briers
0e1eb71149 Make research point source turn on/off with power. 2019-10-21 23:46:16 +02:00
Pieter-Jan Briers
6630e454c6 Clean up reagent dispenser and make it slightly better. 2019-10-20 01:30:38 +02:00
Pieter-Jan Briers
def32d80dd Fix walls not smoothing with low walls. 2019-10-14 15:30:37 +02:00
Pieter-Jan Briers
9a38577a18 Improve autolathe & protolathe visuals.
Used correct Eris autolathe sprite.
Gave them an unlit layer.
2019-10-14 09:57:57 +02:00
Víctor Aguilera Puerto
8896f46ef3 Fix missing icons (#387) 2019-10-13 16:27:09 +02:00
Pieter-Jan Briers
74dd24f39c Add science & medical closets. 2019-10-13 01:19:16 +02:00
Pieter-Jan Briers
3634b17be4 Add science & medbay airlocks. 2019-10-13 00:23:31 +02:00
Pieter-Jan Briers
006341daf7 Increase APC range. 2019-10-13 00:23:07 +02:00
moneyl
427836fec9 Add basic chemical reactions (#376)
* Add basic chemical reaction system

What it adds:
- Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects.

What it doesn't add:
- Temperature dependent reactions
- Metabolism or other medical/health effects

* Add many common SS13 chemicals and reactions

Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet.

* Add ExplosiveReactionEffect

Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction.

* Move ReactionSystem logic into SolutionComponent

No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true.

* Move explosion logic out of ExplosiveComponent

Allows you to create explosions without needing to add an ExplosiveComponent to an entity first.

* Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it.

This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered.

* Add forgotten checks

`SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them.

* Change SolutionComponent.SolutionChanged to an Action

The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 22:57:16 +02:00
metalgearsloth
bd5a4e33ab Port outerclothing from discordia (#382)
Inhand sprites are half-scaled of the sprite
2019-10-11 18:09:34 +02:00
moneyl
963bb28f0f Reagent dispensers (#360)
* Expose more private values of Solution and SolutionComponent

Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent.

* Implement IExamine for SolutionComponent

Allows players to see the contents of a solution by examining the entity which contains it.

* Implement ReagentDispenserComponent

Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. 

The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack.

* Add chemical dispenser and equipment

Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals.

* Add booze and soda dispensers.

Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet.

* Update engine submodule.

* Remove unneeded and commented out code

Had a few WIP notes and debug code bits I forgot to remove beforehand.

* Make SolutionComponent._containedSolution and it's values private again

- Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety.
- Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values.
- Add `SolutionComponent.RemoveAllSolution()`

* Update Content.Shared/Chemistry/Solution.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Add import for IReadOnlyList to Shared/SolutionComponent.cs

* Add documentation

* Improve localization

Improve use of ILocalizationManager.

* Resolve ReagentDispenserWindow._localizationManager before using it

Forgot to do this in the last commit, resulting in a crash. Oops.

* Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent.

Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag.

* Add colors to new reagents

* Update engine submodule
2019-10-05 15:10:05 +02:00
Pieter-Jan Briers
02d509fc5f Shitty combat mode & animations. (#367)
* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
2019-09-26 22:32:32 +02:00
Acruid
bd96190bbc Fixes prototype resource paths for power. The paths were changed in #356, but the yaml was never updated. 2019-09-25 13:03:36 -07:00
Víctor Aguilera Puerto
61e516c4ac Update technologies.yml (#366)
Fixed YAML formatting error.
2019-09-24 17:25:40 -07:00
Swept
66c327805f Added a bunch more textures (#356) 2019-09-24 22:15:26 +02:00
DamianX
76f732058a Added a bunch of things to vending machines (#354) 2019-09-20 20:40:10 +02:00
moneyl
0090af6b3b Disable footstep sounds for ghosts (#343)
* Disable footstep sounds for ghosts

Adds a check before playing footstep sounds to check if the mover is a ghost. Doesn't play footstep sounds if they are a ghost.

* Add FootstepSoundComponent

Adds FootstepSoundComponent. If a mob has this component, it will make footstep sounds. Otherwise they will not. As of this commit humans have this component and ghosts do not.
2019-09-20 19:42:45 +02:00
DamianX
de141c49c5 Fixed computers and vending machines collision (#350)
* Fixed computers and vending machines collision

* Also fixed mapped entities
2019-09-20 19:42:01 +02:00
Acruid
e8485ee6c5 Added a new WirePlacerComponent. This is used on an item, and allows a client to place electrical wires in the world by AfterAttacking a a grid square without any other wires on it. 2019-09-19 11:47:45 -07:00
Acruid
e668bbbade The default space tile is now considered a subfloor. This flag is only used for draw culling, so it should have no unintended side effects. Previously it was not a sub floor, so things like wires would be hidden when placed in open space. 2019-09-19 11:46:03 -07:00
Pieter-Jan Briers
6c97b63e59 Property animations test component. (#340) 2019-09-18 22:14:21 +02:00
DamianX
375813e5e2 Fixed external airlock maintenance panel (#345) 2019-09-18 22:11:53 +02:00
DamianX
364279e0f7 Added medical scanner (#338)
* Added medical scanner

* RegisterIgnore
2019-09-18 20:24:55 +02:00