Commit Graph

13 Commits

Author SHA1 Message Date
Exp
47ba7fc690 Crayons (#2132)
* -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>
2020-10-13 13:40:05 +02:00
Víctor Aguilera Puerto
69059eac80 Adds new different reaction types. (#2114)
* 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
2020-09-21 17:51:07 +02:00
nuke
753a627c75 Add text coloring for inspected solution containers, code cleanup (#2010)
* Initial commit

* remove helper

* fixes

* small fix
2020-09-10 00:32:31 +02:00
DrSmugleaf
48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00
DrSmugleaf
4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
Pieter-Jan Briers
f182ff5613 Remove CannyFastMath. 2020-08-12 21:19:34 +02:00
Tyler Young
de274de9e3 use CannyFastMath in various places even where it might not be any different
also update a bunch of packages

clean up redundant YamlDotNet references
2020-06-14 09:36:53 -04:00
PrPleGoo
4e0242d47c Replace decimal with ReagentUnit 2020-04-05 11:36:12 +02:00
PrPleGoo
dc66621804 Replaced static Rounders with an impleneted interface 2020-03-14 14:04:08 +01:00
PrPleGoo
f05fdfb5fc Changed all int and some float things in Reagent code to Decimals 2020-03-14 12:55:07 +01:00
moneyl
3ab8036363 De-hardcode chemical metabolism of StomachComponent (#437)
* 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.
2019-11-21 23:24:19 +01:00
ZelteHonor
b2e2aef78d Rider static analysis (#433)
* 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
2019-11-13 23:37:46 +01:00
moneyl
427836fec9 Add basic chemical reactions (#376)
* 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.
2019-10-11 22:57:16 +02:00