* 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
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.
* Protolathes actually work now
* Research. Just Research.
* Adds icons from Eris.
* Address reviews
* Change LatheMenu resize behaviour
* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/Research/ResearchConsoleMenu.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Move IoC Resolve out of for loop
* Address review
* Localize stuff
Same as magazines except they can't be loaded into a weapon.
You can transfer ammo to and from magazines / boxes freely where the caliber matches so you don't need to necessarily match the magazine type.
Used popups to reflect transfer amount.
Also fixed the mag sprite showing as 0 capacity on spawn and the 10mm smg flash magazine prototype
* Add more dakka
Some slight codebase changes to facilitate more robust behaviour.
* Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Remix last stereo to mono
hpistol + ltrifle
* Added the ReagentPrototype class.
* Added the new Solution class.
* Added new shared SolutionComponent to the ECS system.
* Added some basic element and chemical reagent prototypes.
* Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon.
* Added filters for code coverage.
* Nightly work.
* Added the server SolutionComponent class.
* Added a bucket.
Verbs set up for solution interaction.
* Adds water tank entity to the game.
* Added a full water tank entity.
Solutions are properly serialized.
Solution can be poured between two containers.
* Solution class can now be enumerated.
SolutionComponent now calculates the color of the solution.
* Minor Cleanup.
* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
* ports clown and sec outfits
* bikehorn and soundemitters
* very smol bike horn
* working fine sounds
* Oh wow i can do it through github
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* fixes for review
* fixes prototype
* fixing entrypoint
- fixes inhand sprite visibility
- adds visible charge level
- refactor sound recourse load, now you can specify fire sound from YAML
- adds laser cannon - more powerful laser
- adds new assets for cannon
* Import Eris engineering locker sprites.
* Allow customizing ClientStorageComponent open/close states better.
* EntityStorage does not blow up if Storage is also defined in prototype.
* Engineering styled lockers.