* -Added Crayons + CrayonBox
-Can set any crayon state and color
-Added CrayonDecals
* Allows to cycle through decals (not the final thing)
* ItemStatus
* -UI (WIP)
-Selection thing works
-Changed some shitty state names
* -Icons
-Changed decal name
* Pure Texture Grid
* Charges
* -Reach check
-Toggle interface on use
* Can't draw on windows anymore
* UI now shows selected decal and color
* -UseSound
-Nullable
* Remove unused imports
* -Rotation
-Made decal abstract
* Remove some duplicate images
* Space Cleaner cleans
* Loc Title
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Review adressed
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.
* Fix solution tests
* food base now has solution container with noexamine caps
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder
* Replace hardcoded StomachComponent metabolism with IMetabolizable
The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.
* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence
Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.
* Additional comment on function
* Make metabolizer interface implementations explicit
Also removed some unused using statements
* Make StomachComponent._reagentDeltas readonly
* Fix misleading variable names and docs for metabolizables
Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment
* Add basic chemical reaction system
What it adds:
- Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects.
What it doesn't add:
- Temperature dependent reactions
- Metabolism or other medical/health effects
* Add many common SS13 chemicals and reactions
Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet.
* Add ExplosiveReactionEffect
Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction.
* Move ReactionSystem logic into SolutionComponent
No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true.
* Move explosion logic out of ExplosiveComponent
Allows you to create explosions without needing to add an ExplosiveComponent to an entity first.
* Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it.
This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered.
* Add forgotten checks
`SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them.
* Change SolutionComponent.SolutionChanged to an Action
The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.