* Make every EntitySystem partial
* Oobs thats for a diff PR
* Also oops on that one
* Test systems
* git are we fr
* Update file templates
* cleanup empty classes while we are here
* forgor
---------
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Initial commit
* Added pods
* Transit tubes should no longer connect with disposal pipes
* Updated the transit tube sprites
* Revisited how the transit tubes work
* Fixing merge conflict
* Updated sprites
* Simplified disposal component collections and updated yaml
* Moved the majority of the disposals code to Shared
* Move disposed ents via physics
* Disposal unit now use generic visualizers
* Followers of disposed entities have predicted movement
* Made BeingDisposedSystem shared
* Added documentation for some components
* Code clean up
* Removed unneeded container entries, tubes use directions instead of angles
* Many EntityUid/Comp -> Entity<Comp> changes
* Updated DisposableSystem
* Review of DisposalTubeSystem
* Review of DisposalUnitSystem
* Review of DisposalSignalRouterSystem
* Unit updates
* Fixing merge conflict
* Merge conflict resolved
* Re-organization of systems and components
* Allow trapped entities to escape endless loops
* Fix for item ejection
* UI updates
* Minor tweak
* Fixes for transit tubes
* Removed placeholder sprite
* Removed transit tubes (for now)
* Moved exit stun time to DisposalHolderComponent
* Added a limit on the amount of damage that can sustained from disposals travel
* Fix for PVS-related sound issues
* Added a limit on the number of entities that can be inserted into units
* Clean up
* Undid file scoping
* Fixed test fail
* Fixed test fail
* Increased min default capacity of disposal units
* Fixed audio spam occurring when dumping multiple items into a disposal unit
* Tile prying now occurs whenever exiting an open pipe
* Prevent attacking and interactions while traveling through disposals
* Added generic verbs for entering/exiting disposal units
* Fixed UI prediction bug
* Bug fixes
* Small improvements
* Moved the disposal holder prototype from the disposal entry to the unit
* Minor clean up
* Added support for a disposal holder despawn effect
* Added prediction guard
* Test fail fix
* Re-added new escape behavior
* Removed outdated PVS code
* Clean up
* More escape behavior changes
* More clean up
* Updated exit selection logic
* Bug fix
* More clean up
* Split up disposal unit code
* Cleaned up disposal units some more
* Adjusted exit throw distance
* Capitalized disposal and mailing unit window titles
* Bug fixes
* Taggers and routers show existing tags when the UI opens
* Fixed test fail
* test fail fix
* Minor performance improvement
* Minor improvement in pathing
* merge conflicts
* Fix heisentest
* Fixed mispredict
* Updated system referencing conventions
* Updated to account for changes made to the code
* Attempting to fix submodule issue
* Addressing test fails
* Additional fixes for tests
* Addressing reviewer comments
* Cleaned up exit randomization
* T-ray can see disposal pipes when in 'pipe' mode
* Fix for flush animation flickering
* mild thing
* fix both
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Nubody
* fix test fails
* gibbing
* lung test returns
* doc comment
* hand organ test
* giblet test
* yaml formatting
* returning
* relocate
* trimming
* re-smite
* oops thusd tweak
* arachnids have slower metabolism i guess
* never mind the old behaviour is bad actually
* rider whyyy
* style changes and allat
* fix collision
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* Predict dumping
- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.
* Fix a bunch of stuff
* nasty merge
* Some reviews
* Some more reviews while I stash
* Fix merge
* Fix merge
* Half of review
* Review
* re(h)f
* lizards
* feexes
* feex
* Various systems warnings cleanup
* Last changes before submitting PR
* Add guard for transform component, fix failing test
* Small corrections
* Audio params to specifiers datafields
* Using audio params on components and configs
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* I should be studying for school but that is sofucking boring, I will pass my class no matter, however getting an A might be a challenge. My gpa is important but is the tourture for 1 point of GPA worth it? The american government says yes but they are responsible for the majority of all genocides that have ever been conducted since the dawn of man
* ugh
* ugh
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history
* Moved is canInsert check to before miss check
* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
Fix disposals bins not automatically flushing after an object is inserted.
Because of Spaghetti Code™️, AfterInsert() in DisposalUnitSystem still handles insertion itself. Except in all cases except drag/drop insert, the object is already inserted so this check fails and the remaining logic doesn't happen anymore. Fixed now.
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.
Also fixes it to check UiKey properly.
* Remove unnecessary CrewManifestViewer on PDAs
This is for a pop-up crew manifest UI, which the PDA doesn't use.
* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.
Uses the new helper method in engine.
* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.
* Fixes for disposal router/tagger UI.
Code was badly copy pasted without changing identifiers, never worked.
Also cleaned up some of the logic (text trimming, sounds).
Also removed the "refuse to work if you have something in your active hand" check like why.
* Avoid running most ActivatableUIComponent logic when closing a UI via toggle
Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.
This probably fixes a bug or some other dumb behavior somewhere.
* Bitch