Paul
d4d85b663f
fixes a bunch of warnings
2021-12-20 13:58:30 +01:00
Paul Ritter
cc57d1380c
Revert Rich text ( #5848 )
2021-12-20 12:42:42 +01:00
E F R
b2da936848
Everything: Rich text redux ( #5625 )
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* lord save me
* UI/ChatBox: Use the new `defStyle` param for `RenderMarkup`
The previous iteration didn't work because `AddMessage` can't inherit
its color from the PushColor (since we're not doing actual tag stacks
anymore).
* rebase touchup
2021-12-12 18:25:42 -08:00
Vera Aguilera Puerto
ba736f70df
Remove many resolves on Content.Server
2021-12-08 17:04:21 +01:00
Vera Aguilera Puerto
c8b65be747
Replace IEntityManager resolves in systems for cached EntityManager
2021-12-08 13:00:43 +01:00
Vera Aguilera Puerto
4919f1db69
Remove more IoCManager IEntityManager resolves
2021-12-08 10:41:38 +01:00
Vera Aguilera Puerto
3f79e3754f
Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
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# Conflicts:
# Content.Client/Crayon/CrayonDecalVisualizer.cs
# Content.Client/Tabletop/TabletopSystem.cs
# Content.IntegrationTests/Tests/InventoryHelpersTest.cs
# Content.Server/AI/EntitySystems/AiSystem.cs
# Content.Server/AI/Utility/AiLogic/UtilityAI.cs
# Content.Server/AME/AMENodeGroup.cs
# Content.Server/Administration/AdminVerbSystem.cs
# Content.Server/Body/Systems/RespiratorSystem.cs
# Content.Server/Chemistry/Components/InjectorComponent.cs
# Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
# Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
# Content.Server/Crayon/CrayonComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Explosion/EntitySystems/TriggerSystem.cs
# Content.Server/Fluids/Components/MopComponent.cs
# Content.Server/Fluids/Components/SpillExtensions.cs
# Content.Server/Fluids/EntitySystems/PuddleSystem.cs
# Content.Server/Instruments/InstrumentSystem.cs
# Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
# Content.Server/Nutrition/EntitySystems/FoodSystem.cs
# Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
# Content.Server/Storage/Components/EntityStorageComponent.cs
# Content.Server/Storage/Components/StorageFillComponent.cs
# Content.Server/Stunnable/StunbatonSystem.cs
# Content.Server/Throwing/ThrowHelper.cs
# Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
# Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
# Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
# Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
# Content.Shared/Damage/Components/DamageableComponent.cs
# Content.Shared/Damage/Systems/DamageableSystem.cs
# Content.Shared/MobState/Components/MobStateComponent.cs
# Content.Shared/Slippery/SharedSlipperySystem.cs
2021-12-07 17:48:49 +01:00
metalgearsloth
373b5988d7
Remove redundant IComponent casts
2021-12-07 21:54:00 +11:00
Peptide90
e2a7fd24d5
Adds construct / deconstruct crates ( #5650 )
2021-12-06 15:10:03 -07:00
DrSmugleaf
2a3b7d809d
Fix 3000 errors
2021-12-05 18:09:01 +01:00
Vera Aguilera Puerto
f386b57148
Inline OwnerUid
2021-12-03 16:30:34 +01:00
Vera Aguilera Puerto
5cd42c9ad6
Inline UID
2021-12-03 15:53:09 +01:00
Vera Aguilera Puerto
ee4ff9cfe8
Inline Name
2021-12-03 15:25:51 +01:00
Vera Aguilera Puerto
a5b57c8e10
Inline Transform
2021-12-03 14:20:34 +01:00
Vera Aguilera Puerto
69b270017b
Inline TryGetComponent completely, for real
2021-12-03 14:17:01 +01:00
Vera Aguilera Puerto
0feebbff00
Inline HasComponent entirely
2021-12-03 12:23:18 +01:00
Vera Aguilera Puerto
72a68c06e4
Inline one HasComponent overload
2021-12-03 12:17:57 +01:00
Vera Aguilera Puerto
b835bea086
Inline GetComponent
2021-12-03 11:55:25 +01:00
Vera Aguilera Puerto
c2e6da1e54
Inline QueueDelete
2021-12-03 11:43:22 +01:00
Vera Aguilera Puerto
e3227546b3
Inline Delete
2021-12-03 11:43:03 +01:00
Vera Aguilera Puerto
f10ed6c0c3
Inline GetAllComponents
2021-12-03 11:42:24 +01:00
Vera Aguilera Puerto
70bbd8c502
Inline Prototype
2021-12-03 11:18:05 +01:00
Vera Aguilera Puerto
5e177ae734
Inline EntityManager
2021-12-03 11:18:05 +01:00
20kdc
f6d44be34f
Activatable UI component ( #5184 )
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* Transfer most Instrument UI logic to a new component, ActivatableUIComponent
* Move more ActivatableUIComponent stuff to ECS
* ActivatableUI component ignore on client
* ActivatableUI: Get rid of component interfaces where possible
* Add in adminOnly attribute for activatable UIs
This is so that porting #4926 to this will be easier
* Transition Solar Control Computer to ActivatableUI
* Move communications console to ActivatableUI
* Move cargo console to ActivatableUI
* Move ID card console to ActivatableUI
* ActivatableUI: Make things more amiable to entity tests adding components weirdly
* ActivatableUI: Use handling or lack thereof of events properly
* ActivatableUI: component dependency issue resolution stuffs
* ActivatableUISystem: Fix #5258
* More fixes because master did stuffo
* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work
* Move just a bit more code into the system, introduce a workaround for #5258
* Purge the player status detection stuff
* Oh and some obsolete stuff too
2021-11-23 19:19:08 +01:00
Acruid
fa0ec5cbd9
AppearanceComponent API Changes ( #5446 )
2021-11-23 18:22:59 +11:00
Clyybber
6ac2446d26
Remove some warnings ( #5391 )
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* Remove unused Dependency fields
* Remove noop null check
2021-11-18 16:46:35 -07:00
20kdc
8c98038692
fixrotations fixes rotations properly again ( #5292 )
2021-11-17 12:00:58 +11:00
Vera Aguilera Puerto
8b57bafcd1
StackSystem uses EntityUid for Split and Spawn
2021-11-09 15:35:03 +01:00
Vera Aguilera Puerto
e68fd8668d
Fix anchorable InteractUsing not cooperating with the rest of event handlers
2021-11-09 15:10:23 +01:00
Vera Aguilera Puerto
48f8dd2284
ActionBlocker CanInteract uses EntityUid exclusively
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ActionBlockerSystem fully uses EntityUid now!
2021-11-09 15:05:49 +01:00
Vera Aguilera Puerto
b6337ffe7a
Makes many things use OwnerUid instead of Owner.Uid
2021-11-09 15:05:49 +01:00
Vera Aguilera Puerto
5cec5c421c
ActSystem and Destruction Threshold Behaviors use EntityUid.
2021-11-09 12:06:00 +01:00
Vera Aguilera Puerto
222541f1a2
Fix AnchorableSystem resolve warnings
2021-11-09 11:51:24 +01:00
Vera Aguilera Puerto
fe6590bbe6
Makes Anchorable ECS. ( #5222 )
2021-11-09 18:08:30 +11:00
Vera Aguilera Puerto
e6e15b3728
Replace all ITransformComponent by TransformComponent
2021-11-08 12:37:32 +01:00
Kara D
6bb1e58e77
Fix item construction using nearby anchored items (pipes)
2021-11-03 14:33:00 -07:00
Vera Aguilera Puerto
5a5006e4cf
ConstructionGL2 Part 2: Better guided steps and recipes. ( #5103 )
2021-11-02 11:24:32 +01:00
Vera Aguilera Puerto
fea41c539e
Add RaiseEvent action to CGL. Machines raise a MachineDeconstructedEvent.
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The latter is very useful for any special machine cleanup that needs to happen when a machine is deconstructed.
The former will be useful for so many things!
2021-11-01 17:29:09 +01:00
Vera Aguilera Puerto
0f744447d0
Remove unused using statements in construction comp
2021-11-01 17:07:30 +01:00
Vera Aguilera Puerto
182a52914a
Fix construction pathfinding crash on machines when going the wrong way.
2021-11-01 16:56:33 +01:00
Vera Aguilera Puerto
f12cec3f98
Fix construction DoAfter results not setting current edge index.
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Fixes #5061
2021-10-28 11:21:55 +02:00
Vera Aguilera Puerto
f840db0458
Fix bug which allowed you to build machines for free by taking the board out and putting it in again.
2021-10-28 11:07:33 +02:00
Visne
c67160ae19
Disable warnings that would be refactored anyway ( #5047 )
2021-10-27 18:10:40 +02:00
Vera Aguilera Puerto
d2ffabdfd4
Fix ChangeEntity collection modified exception.
2021-10-27 01:29:10 +02:00
Vera Aguilera Puerto
189a5c7847
ConstructionGL2 Part 1: ECSification, events and steps. ( #5017 )
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- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
- The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
- This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
- This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
- This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes #4892 and fixes #4857
Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
2021-10-26 16:38:03 +02:00
metalgearsloth
9c3a603e7e
Use ActionBlockerSystem as a dependency on CGSystem
2021-10-27 01:07:19 +11:00
Vera Aguilera Puerto
ed3bf94a3b
Electrocution. ( #4958 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2021-10-25 16:21:56 +02:00
Vera Aguilera Puerto
6b73b89617
Anchorable checks for ToolComponent in Valid method.
2021-10-07 22:57:35 +02:00
Vera Aguilera Puerto
365c7da4dc
Makes tools and welders ECS, add ToolQualityPrototype. ( #4741 )
2021-10-07 13:01:27 +02:00
Leon Friedrich
6cb58e608b
ECS verbs and update context menu ( #4594 )
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* Functioning ECS verbs
Currently only ID card console works.
* Changed verb types and allow ID card insertions
* Verb GUI sorting and verb networking
* More networking, and shared components
* Clientside verbs work now.
* Verb enums changed to bitmask flags
* Verb Categories redo
* Fix range check
* GasTank Verb
* Remove unnecessary bodypart verb
* Buckle Verb
* buckle & unbuckle verbs
* Updated range checks
* Item cabinet verbs
* Add range user override
* construction verb
* Chemistry machine verbs
* Climb Verb
* Generalise pulled entity verbs
* ViewVariables Verb
* rejuvenate, delete, sentient, control verbs
* Outfit verb
* inrangeunoccluded and tubedirection verbs
* attach-to verbs
* remove unused verbs and move VV
* Rename DebugVerbSystem
* Ghost role and pointing verbs
* Remove global verbs
* Allow verbs to raise events
* Changing categories and simplifying debug verbs
* Add rotate and flip verbs
* fix rejuvenate test
* redo context menu
* new Add Gas debug verb
* Add Set Temperature debug verb
* Uncuff verb
* Disposal unit verbs
* Add pickup verb
* lock/unlock verb
* Remove verb type, add specific verb events
* rename verb messages -> events
* Context menu displays verbs by interaction type
* Updated context menu HandleMove
previously, checked if entities moved 1 tile from click location.
Now checks if entities moved out of view.
Now you can actually right-click interact with yourself while walking!
* Misc Verb menu GUI changes
* Fix non-human/ghost verbs
* Update types and categories
* Allow non-ghost/human to open context menu
* configuration verb
* tagger verb
* Morgue Verbs
* Medical Scanner Verbs
* Fix solution refactor merge issues
* Fix context menu in-view check
* Remove prepare GUI
* Redo verb restrictions
* Fix context menu UI
* Disposal Verbs
* Spill verb
* Light verb
* Hand Held light verb
* power cell verbs
* storage verbs
and adding names to insert/eject
* Pulling verb
* Close context menu on verb execution
* Strip verb
* AmmoBox verb
* fix pull verb
* gun barrel verbs
revolver verb
energy weapon verbs
Bolt action verb
* Magazine gun barrel verbs
* Add charger verbs
* PDA verbs
* Transfer amount verb
* Add reagent verb
* make alt-click use ECS verbs
* Delete old verb files
* Magboot verb
* finalising tweaks
* context menu visibility changes
* code cleanup
* Update AdminAddReagentUI.cs
* Remove HasFlag
* Consistent verb keys
* Remove Linq, add comment
* Fix in-inventory check
* Update GUI text alignment and padding
* Added close-menu option
* Changed some "interaction" verbs to "activation"
* Remove verb keys, use sorted sets
* fix master merge
* update some verb text
* Undo Changes
Remove some new verbs that can be added later
undid some .ftl bugfixes, can and should be done separately
* fix merge
* Undo file rename
* fix merge
* Misc Cleanup
* remove contraction
* Fix keybinding issue
* fix comment
* merge fix
* fix merge
* fix merge
* fix merge
* fix merge
* fix open-close verbs
* adjust uncuff verb
* fix merge
and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00