Commit Graph

2157 Commits

Author SHA1 Message Date
PJBot
4fffb3c582 Automatic changelog update 2021-09-16 06:18:08 -04:00
Vera Aguilera Puerto
ce746dde35 Fix not being able to put most things in your pockets. 2021-09-16 12:16:14 +02:00
metalgearsloth
121862fa64 Add SubFloorHide to disposal pipes 2021-09-16 17:21:03 +10:00
PJBot
6aa2eb5abb Automatic changelog update 2021-09-15 23:03:12 -04:00
metalgearsloth
6e99c8efcd Move testbed to engine (#4611) 2021-09-16 13:02:50 +10:00
metalgearsloth
820069ba9c Fixes for grid rotation (#4562)
* Fixes gas overlays
* Fixes verbs
*Set noRot on a bunch of stuff
2021-09-16 13:02:10 +10:00
mirrorcult
cc52ebb9b5 Generalize ResistanceSets into DamageModifierSets (#4619)
* generalize ResistanceSets into DamageModifierSets

* remove unneeded test prototype
2021-09-15 15:51:13 -07:00
PJBot
03260c2de7 Automatic changelog update 2021-09-15 06:49:10 -04:00
Ygg01
12430fbfcc Fix fire extinguisher to use spray solution (#4616)
* Fix fire extinguisher to use spray solution

* Fix FireExtinguisher more properly

* Re-add missing check to VaporSystem
2021-09-15 20:48:07 +10:00
PJBot
55b016e295 Automatic changelog update 2021-09-15 06:47:46 -04:00
Ygg01
c3d11fb3e1 Fix throwable solution (#4590)
* Fix throwable solution

* Revert previous commit

* Change Spillable and SpillBehavior

* Fix sloth's suggestion. Add more documents
2021-09-15 20:46:43 +10:00
PJBot
8b6c1c63d6 Automatic changelog update 2021-09-14 13:08:41 -04:00
Leon Friedrich
df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00
Swept
22cc42ff50 Maps in chessboards and some cigarette filters 2021-09-13 20:38:33 -07:00
PJBot
3a60325163 Automatic changelog update 2021-09-13 05:59:47 -04:00
Visne
973926fc9a Add chess (and mostly just tabletop backend stuff) (#4429)
* Add draggable tabletop component

* Use EntityCoordinates instead

* Don't send coordinates every frame

* Add chessboard + verb WIP

* Add documentation, verb networking works now

* Work so far
Need PVS refactor before being able to continue
Current code is broken

* viewsubscriber magic

* yes

* Fix map creation

* Add chess pieces, attempt prediction

* Add chess sprites and yml

* Clamping + other stuff

* fix

* stuff

* StopDragging() StartDragging()

* add piece grabbing

* Refactor dragging player to seperate event

* 🤣 Who did this 🤣💯👌

* 📮 sussy 📮

* Update chessboard sprite, scale piece while dragging

* yes

* ye

* y

* Close tabletop window when player dies

* Make interaction check more sane

* Fix funny behaviour when stunned

* Add icon

* Fix rsi

* Make time passed check more accurate

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

* Use EyeManager.PixelsPerMeter

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

* Add missing import

* Move viewport properties to XAML

* Make shared system and component abstract

* Use built in EntityManager

* Use RaiseNetworkEvent instead of SendSystemNetworkMessage

* Cache ViewSubscriberSystem

* Move unnecessary code to prototype

* Delete map on component shutdown instead of round restart

* Make documentation match rest of codebase

* Use ComponentManager instead of TryGetComponent

* Use TryGetComponent instead of GetComponent

* Add nullspace check to ClampPositionToViewport()

* Set world pos instead of local pos

* Improve server side verification

* Use visualizer

* Add netsync: false to sprites using visualizer

* Close window when chessboard is picked up

* Update to master

* Fix bug when opening window while another is opened

* Use ComponentManager

* Use TryGetValue

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 19:58:44 +10:00
Swept
19551047c8 Spear shows on all sides when on back 2021-09-12 13:16:29 -07:00
metalgearsloth
64f12507a3 Remove SnapGrid (#4578) 2021-09-12 16:35:45 +10:00
PJBot
153f535b07 Automatic changelog update 2021-09-10 09:00:53 -04:00
Paul Ritter
4c7670fe82 conveyor & recycler ecs (#4537)
* conveyor done, recycler still todo

* done, just need to suss out the physics part. pinged sloth about it

* ship it
2021-09-10 17:26:05 +10:00
PJBot
32d25431c0 Automatic changelog update 2021-09-09 21:32:57 -04:00
Swept
c00e82462b Tweaks ambient sound values and improves some existing sounds (#4576)
* Updates singularity to use AmbientSound

* Removed hum from light tubes and tweaked vending/bulb ambience

* Adds more explosion sound effects

* Moves closet open/close.ogg and adds wooden closet sound effect

* Updates flashlight on/off sound

* Adds HL Scientist scream collection

* Tweaks APC Ambience

* Minor oversight on det locker

* Addressed reviews
2021-09-10 11:31:54 +10:00
PJBot
2f7af99f97 Automatic changelog update 2021-09-09 10:21:44 -04:00
Vera Aguilera Puerto
77fe21eb0d Refactors flashes to ECS, sunglasses protect you from being flashed. (#4579)
* Refactors flashes to ECS, sunglasses protect you from being flashed.

* VV ReadWrite for FlashImmunity Enabled.

* Use cached IEntityLookup.

* Consistent formatting.

* Fix flashbang duration.
Flash duration is a mess.

* Small area flash code cleanup.

* Flashable state is only sent to attached player.
2021-09-10 00:20:41 +10:00
PJBot
e8f769d189 Automatic changelog update 2021-09-09 02:38:22 -04:00
20kdc
646cb5861d Some Saltern wiring fixes: remove some overlapping wires & two bridged APCs (#4568) 2021-09-08 23:37:19 -07:00
PJBot
174e33168f Automatic changelog update 2021-09-07 04:48:26 -04:00
metalgearsloth
ff40a7665d Ambient sound system (#4552)
* Ambient sound system

Client-side system that plays audio from nearby objects that are randomly sampled.

* Decent

* Tweaks

* Tweaks

* Comment this out for now

* reduce VM sound

* Fix rolloff

* Fixes

* Volume tweak
2021-09-07 18:47:23 +10:00
Ygg01
c209e3f29b Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability

* Move IExamine event to Chemistry System.

* ECS the ISolutionChange into SolutionChangeEvent

* Unify SolutionContainer into a single shared component

* Replace ISolutionInteraction with SolutionContainerComponent

* Move all methods from SolutionContainer to ChemistrySystem

* Refactor EntitySystem calls to Dependencies

* Refactor SolutionContainer to SolutionManager

* Fix yamls

* Fix test fails

* Fix post merge issues

* Fix various issues with SolutionManager

* More fixes

* Fix more components

* Fix events not being directed

* Fixes for Hypospray

* Separate removal and iteration on Metabolism

* Fix creampie problems

* Address some of sloth's issues

* Refactors for Systems

* Refactored solution location

* Fix tests

* Address more sloth issues

* Fix dependency

* Fix merge conflicts

* Add xmldocs for Capabilities components

* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable

* Replace Grindable/Juiceable with Extractable

* Refactor field names

* Fix Drainable

* Fix some issues with spillable and injector

* Fix issues with Grinder

* Fix Beaker having duplicate solutions

* Fix foaming

* Address some MGS issues

* Fix Uid issues

* Fix errors in solution Tranfer

* Fixed some extra values constant values

* Cola is drinkable now
2021-09-06 23:49:44 +10:00
Ygg01
53b53c3e0e Cigarette ecs (#4495)
* Reorganized Shared.Storage folder

* Replace StorageCounter with Item Counter

* Change stack visuals setting data

* Fix mirrorcult suggestions

* Fix items from upstream

* Fix type formatting
2021-09-04 10:42:32 -07:00
PJBot
0dfa847b2e Automatic changelog update 2021-09-03 16:46:05 -04:00
metalgearsloth
6648972818 Add some SoundOnLand components to engineering (#4556)
From tg
2021-09-03 13:45:02 -07:00
PJBot
e3cf87a106 Automatic changelog update 2021-09-01 22:36:18 -04:00
metalgearsloth
744b4e5ce6 Remove empty changelog entry 2021-09-02 12:16:18 +10:00
PJBot
fee5fef219 Automatic changelog update 2021-09-01 19:40:21 -04:00
PJBot
64a620f2aa Automatic changelog update 2021-08-31 08:47:14 -04:00
PJBot
09ff15da1f Automatic changelog update 2021-08-31 04:34:58 -04:00
PJBot
4b4c8a41d7 Automatic changelog update 2021-08-30 18:26:10 -04:00
Swept
66a9bb9487 Adds unique sprite for NTBlockGame screen (#4539)
* Separates arcade.rsi from computers.rsi

* Changes NTBlockGame screen

* Added better blockgame sprite

* Fixes minute issue with sprite
2021-08-31 00:25:08 +02:00
Paul Ritter
e11a9b282a machine linking refactor to ecs (#4323)
* started work

* some more work, ui working (somewhat)

* stuff

* reorganization

* some more reorg

* conveyors

* conveyors working

* finalized (dis)connection
added linkattempt
added feedback text
work on conveyors

* removed command
add rangecheck

* fixed inrange check

* handling

* ui no longer kanser, ship it

* adresses reviews

* reformats file

* reformats file

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-27 17:46:02 +02:00
PJBot
4a68032ea1 Automatic changelog update 2021-08-26 05:46:08 -04:00
PJBot
50bc156d82 Automatic changelog update 2021-08-25 07:46:35 -04:00
PJBot
718906bf63 Automatic changelog update 2021-08-25 06:36:41 -04:00
Vera Aguilera Puerto
745a2138fe Removes a single newline.
Very important commit.
2021-08-24 23:13:03 +02:00
Leon Friedrich
32d99eaba9 Damageable Refactor 3: Revenge of the Instamerge (#4524)
* 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>

* Fix merge issues

Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
2021-08-24 11:06:27 -06:00
PJBot
2a8dc0e9c7 Automatic changelog update 2021-08-24 11:37:53 -04:00
Swept
4418b61d8a Fixes power crisis and lights up engineering some more (#4509) 2021-08-24 15:36:50 +00:00
metalgearsloth
34bb257c0b Fix windoors 2021-08-24 18:47:13 +10:00
metalgearsloth
5143106544 Fix bounds ordering (#4514)
* Fix all bounds

* fix windoor bounds

* Fix clickable
2021-08-24 18:31:20 +10:00
Silver
e708091518 Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
2021-08-24 01:06:32 -06:00