Commit Graph

972 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
9ee0ec4106 Holiday System (#3122) 2021-02-12 10:45:22 +01:00
tmtmtl30
d001d0b1e8 chair description change (#3146) 2021-02-11 10:54:14 +01:00
Vera Aguilera Puerto
9b9fbfdcfe Replace BreakableConstructionComponent with a destructible threshold behavior (#3111)
* Replace BreakableConstructionComponent with ChangeConstructionNodeBehavior

* Fix ordering of behaviors in MachineFrame
2021-02-09 20:08:06 +01:00
DrSmugleaf
bbce504d12 Fix ordering of behaviors in MachineFrame 2021-02-09 20:02:57 +01:00
DrSmugleaf
33b5099efc Replace BreakableConstructionComponent with ChangeConstructionNodeBehavior 2021-02-09 19:59:52 +01:00
Vera Aguilera Puerto
9b1142973e Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
DrSmugleaf
15f05b565a Add composite destructible thresholds (#3102)
* Add composite destructible thresholds

* Reorder yaml properties

* Update YAML

* Fix YAML

* Re-fix YAML

* Add missing nullable enable

* Go back window component is explosive

* rider
2021-02-09 22:57:21 +11:00
Pieter-Jan Briers
9441defa13 Fix lighting bugs. 2021-02-08 01:25:36 +01:00
Alex Evgrashin
59e72697cb Buildable wall light (#2644)
* Added empty light

* Can build light fixture

* Can construct and deconstruct small light

* You can build bulbs only on walls

* Playing with placement conditions

* Refactored code a bit

* Added check for north direction and snapping

* Fixed all small light sprites (wrong directions order)

* Fixed weird problem with bulb lights

* Fixed rotation on all stations

* Fixed map again

* Much better placement mode

* Deleted shared wall component and moved all logic to raycasts

* Missing bracket

* Better texture

* Moved wallmount condition to tags

* Removed station station

* Added suffix and fixed on map init bug
2021-02-07 00:05:53 +01:00
metalgearsloth
abde29ed5a Remove ExplosivePassable collision layer (#3084)
* Remove ExplosivePassable collision layer

Now we have tags which can do this cleaner.

* Update typo

* Vera's review

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-06 06:43:50 +11:00
metalgearsloth
7ed07c0cac Cuff enhancements (#3087)
* Cuff enhancements

* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used

* Fix test

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-05 17:11:21 +01:00
Vera Aguilera Puerto
63e1252539 Speech and Emoting components (#3075)
* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
2021-02-05 17:01:54 +01:00
DrSmugleaf
b62cc84e8c Add destructible component threshold triggers (#3080)
* WIP changes

* Fix tests, merge conflict and trigger once behavior

* Update yml

* Change test strings to be consts

* Fix total damage types and classes triggers

* Simplify damage trigger logic, move state to Threshold

* Update outdated code and docs

* Change the name of IBehavior back to IThresholdBehavior

* Change human gibbing to trigger at 400 brute damage

* Change gibbing from brute to blunt damage

* Fix one (1) typo

* Add damage class trigger test

* Add missing nullable enable to thresholds
2021-02-05 13:41:05 +01:00
Remie Richards
d45835e863 Janitor trashbag upgrade + FANCY ANIMATIONS (#3058)
* Janitor trashbag upgrade + FANCY ANIMATIONS

* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)

* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.

* More explicit log message. Error log.

* Merge. Fix.
2021-02-03 23:07:13 +01:00
Radrark
937e261867 Add Smoke and Foam chemical reaction effects. (#2913)
* Adds smoke reaction effect

* smoke tweaks

* address reviews

* Smoke fix

* Refactor smoke and add foam

* Fix stuff

* Remove thing

* Little things

* Address some comments

* Address more things

* More addressing

* License stuff

* Address refactor request

* Small things

* Add nullability

* Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-03 15:26:46 +01:00
Pieter-Jan Briers
c40ac26ced A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00
tmtmtl30
8dea532800 removes collision from beds (#3038)
* removes collision from beds

* Updates bed collision mask.
2021-02-02 12:02:42 +11:00
20kdc
80ad2ef5b7 Botany composting & shovel/spade (or, make botany sustainable) (#3064)
* Botany: Introduce shovel and spade into hydro\_tools

* Botany: Add shovel/spade (just removes plants)

* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible

* Botany: Add spade into Saltern

* Botany: Give Saltern a bucket for the botanist

* Botany: Plant produce can be composted for nutriment/etc.

* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause

* Botany: Shovel identity crisis resolved (thanks Paul)
2021-02-01 23:46:20 +01:00
20kdc
633a6b3ab9 Walls, catwalks, table frames can no longer be constructed rotated. (#3057)
* Walls, catwalks, table frames can no longer be constructed rotated.

This should help prevent bugs from unanticipated rotations.

* SnapToGrid ZeroRotation (now SouthRotation) - Stuff must face south apparently
2021-02-01 21:58:47 +01:00
bhespiritu
6b6ddd0a73 update UpdateVisuals to use Destructible thresholds (#3051)
* update UpdateVisuals to use Destructible thresholds

* refactor windows to use Destructible threshold instead of maxDamage
2021-02-01 17:22:50 +01:00
Vera Aguilera Puerto
86841385c6 Remove invalid CyberSylph bar sign.
Fixed #3039
2021-01-30 15:57:31 +01:00
Pieter-Jan Briers
690a862e57 Move various alerts to animated RSIs. 2021-01-24 22:58:22 +01:00
Pieter-Jan Briers
526c3d1ebf You can now rig power cells to explode.
VERY funny.
2021-01-24 16:21:18 +01:00
Pieter-Jan Briers
935cfe4be5 A little bit of work on bar drinks until I gave up. 2021-01-24 15:03:23 +01:00
Pieter-Jan Briers
e34a78a8af Fix chloral hydrate recipe to be more expensive. 2021-01-24 14:33:16 +01:00
Pieter-Jan Briers
dbdbdeee8f Fix incorrect reagents. 2021-01-24 14:32:42 +01:00
Pieter-Jan Briers
c947bb75e6 You feel a tiny prick (Hypospray) (#3034) 2021-01-24 14:18:12 +01:00
py01
72b5ae9468 GasGeneratorComponent (#3029)
* GasGeneratorComponent

* gas generator sprite

* component comment

* replace the other typeof with nameof

* Update Resources/Textures/Constructible/Atmos/gasgenerator.rsi/meta.json

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

* Update Resources/Prototypes/Entities/Constructible/Ground/gasgenerator.yml

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

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* specifies physics component

* comments

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-01-24 19:42:33 +11:00
20kdc
e53ae365a3 Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
2021-01-24 19:17:45 +11:00
metalgearsloth
329d599107 Fix drag-drop stripping (#3001)
* Fix drag-drop stripping

* More robust

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-24 19:00:58 +11:00
Pieter-Jan Briers
d4f4a1a44b Make pills not FoodBase items to fix some exceptions. 2021-01-23 20:03:35 +01:00
Alex Evgrashin
02ea6ce57c Toilet (#3012)
* Ported sprites from eris

* Added yml

* lid open/close logic

* interactivity

* Working on new secret stash component

* Object will drop on destruction

* Can get item and examine message

* Reagent container and some cleaning

* Moved potted plant to stash

* New base prefab

* Now you can deconstruct toilet

* Small fixes

* Fixed unknown components errors

* Fixed grammar errors

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Now use prob

* More grammar

* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs

Aaaaaaaa

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

* No delays

* Amazing sound design

* Moved sound to mono

* Toilet viz

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-01-20 18:02:34 +11:00
py01
f9f724b4af Piping sprites cleanup (#3022)
* Moves piping visualizers to own folder

* Pump visualizer update

* Siphon and vent visualiser only set enabled visibility

* PipeVisualizer cleanup

* Replaces off vent/scrubber sprites

* Gas filter sprite update

* Revert "Gas filter sprite update"

This reverts commit 676e5d55e1157a229b1445eeea53a5c8032dbbb5.

* Rotates gas filter sprites to match T-junction pipe directions

* Removes pipes from scruber and vent state

* Makes sprite components use layers

* disabled sprite netsync on piping entities

* piping meta.json cleanup

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-20 00:26:16 +11:00
Swept
23c1b5e05d Adds Science, Chemistry, Mime Duffelbags. (#3026)
* Sprites

* Entities

* Adds fills and roles

* Cleans up inconsistent duffel bag naming.
2021-01-19 19:54:43 +11:00
py01
a7354f8e0d DummyWireComponent (#3011)
* DummyWireComponent

* connector wire proto names

* comment fix

* Uses IMapInit

* Removes unused icon components

* Moves component to client

* Renames component

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-18 21:51:16 +11:00
komunre
2172d00409 Clusterbang (#2712)
* Code is ready but item now spawning

* Prototype of SeveralExplosive component

* Remaked to FlashExplosiveComponent using

* Done. But i feel myself retarted

* Remaked. Looks good

* Full loaded prototype added

* Throwing in progress. Fatal error is here

* I forgot about shared

* Sloth refactor

* Delayed spawning and fix crashes

* Full clusterbang code.

* Removed useless variable and tuned delay

* Delete wrong  in CreamPiedComponent

* Now yaml is code quality followed

* Reworked to GetLevel with bugs

* Never forget resources, guys

* RoundToLevels added. Now it works.

* New textures and sloth refactor is returned

* Now it's TryGetComponent

* Visualizer maximum fix and look fix

* Logging and no max and min check

* Removed max grenades sending

* vizualizer is better now

* GrenadesMax removed

* grammar, checks, NextFloat and no more try catch

* Unused using removed

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:16:34 +11:00
py01
e759a8aec9 Filter sprites & visualizer (#3008)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-17 16:10:22 +01:00
DmitriyRubetskoy
28b129276a Lockers and flavortext (#2934)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Rubetskoy Dmitriy <rubetskoy234@mail.ru>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-01-17 01:43:27 +01:00
py01
855ba90ce5 Gas canister port sprites (#3009)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-16 20:20:31 +01:00
20kdc
bca0f7b1b0 Singularity Engine: Containment field emitters emit soft light (#3004)
* Singularity Engine: Containment field emitters emit light, making use of soft shadows

* Singularity Engine Containment Emitter Lights: Clean up component dependencies & remove now-useless point light enable check
2021-01-16 20:13:11 +01:00
Pieter-Jan Briers
295de8f114 Fix autoborg properly. 2021-01-15 10:51:29 +01:00
Swept
3079ddd962 Fixes autoborg names dataset. (#3006)
* Initial

* Adds Recyclable to ignore

* .
2021-01-15 16:36:48 +11:00
DmitriyRubetskoy
0fa1208ec2 Alert polish and brushup (#2863)
* Alerts rework

Reworked some alert images so they aren't so rough around the edges, as well as adding an original drawing for being pulled (stun icon has a different route and foulder but is still the turned off stun baton, someone should draw a better one and I am not up to the task). There are minor description changes so they sounds either more resonable or more informational.

* Updated weightless

* Updated according to commentary

* Quick fix of a fatal bug

* Pulled icon improved

* Pulling icon reverted

Co-authored-by: Rubetskoy Dmitriy <rubetskoy234@mail.ru>
2021-01-14 20:41:56 +11:00
Paul Ritter
ce096f9c51 ports over datasets (#2663)
* ports over datasets & ignores the dataset prototype clientside

* moved dataset to shared

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-01-14 18:08:55 +11:00
Vera Aguilera Puerto
6a19dd9f02 You can no longer move a PC entity unless it has a PlayerInputMover (#2987) 2021-01-14 14:24:43 +11:00
Swept
7c48a5708e Fixes duffel bundles. (#2992)
* Initial

* Initial2
2021-01-14 14:21:18 +11:00
py01
1f18dd568a GasFilterComponent (#2935)
* GasFilterComponent

* Client ignore component

* Diff fixes

* diff fix 2

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-13 23:15:53 +01:00
Pieter-Jan Briers
052ea49884 Implement magboots. (#2988)
Got an alert and action and everything.
2021-01-11 19:24:09 +01:00
Pieter-Jan Briers
32c14b0e51 CE gets wirecutters/crowbar instead of jaws.
These actually fit in the damn belt.
2021-01-11 17:43:50 +01:00
Swept
bfe575b7b6 Random bedsheet spawner. (#2940)
* Initial

* Optimized YAML

* Probbed

* Updates RSIs

* Maps them into dorms.

* A

* Adds descriptions from TG

* Addressed reviews
2021-01-11 18:02:36 +11:00