Commit Graph
272 Commits
Author SHA1 Message Date
AcruidandPieter-Jan Briers f5c0dba194 Map & Grid Entities (#916)
* Adds Map components to the ECS system.

* Grid entities are now created along with map grids.
Grid components are now properly reused from map deserialization when a grid is created through the MapManager.

* Make MapGridComponent shared.
Don't send Nullspace default grid to client, they have their own.
Properly link the new grid with the entity sent from the server.

* Fixes nullRefException when ToString() is called on an Entity with no Prototype.

* Adds logging debug info about binding a map/grid to an entity.
Nightly Commit.

* Client map networking now properly pivots a grid from the client entity to the shared entity.
Added IMapGridComponent.ClearGridId() to properly dissociate the component from a grid before deleting it.
WorldPosition of a default grid is always 0,0 regardless of the entity transform (if any).
Nullspace map and default grid are not bound to an entity.
Nullspace map and default grid cannot be deleted.

* Map Entities are now created along with new maps.

* Client & Server load with new scene hierarchy.

* Fix rebase damage.

* Added ContainerHelpers helper class.

* Fix Container checks.

* Fixed clothes.

* Fixing unit tests.

* Removed disabled code.

* Actually initialize and startup the Map and Grid entities.
2019-12-21 22:11:17 +01:00
Acruid df34ce025a Entities now require a location when being spawned. 2019-12-16 21:43:24 -08:00
AcruidandGitHub ea8e5e9fe7 EventBus Refactor (#909)
* Extracts the ECS event system out of EntityManager, and into a new class called EventBus.
XML Docs and full test coverage for EventBus.
2019-12-08 19:36:52 -08:00
AcruidandPieter-Jan Briers d9a411b260 Shared IMap/Map class removal (#904)
* Moved IMap from Shared/Interfaces/Map to Shared/Map namespace.

* Extracted Map class out of the MapManager class.

* Removed the Map class and interface.

* Fully removed the Map and IMap class.
2019-11-26 20:47:04 +01:00
Pieter-Jan Briers 9d4dec2ea7 Fix SnapGridComponent not correctly cleaning up when moved between grids. 2019-10-14 17:09:28 +02:00
Acruid 55a50ff7ba Setting the Component.Running property now calls the Startup/Shutdown methods automatically. Startup/Shutdown are now protected. This makes the system more foolproof, previously if the component did not call the base method inside Startup/Shutdown, everything would break. This also allows a component to be started/stopped from the VV system by simply setting the property. 2019-09-18 11:24:15 -07:00
Pieter-Jan BriersandGitHub 5d5b897a9b Property animations track (#867)
* WiP property animations system

* Use better lerp for Angle property animations.

* Fix handling of offset in sprite component.

* Allow animating some sprite layer properties.

* Allow animating some Transform properties.

Obviously not advisable for server entities, but great for client side entities!

* Improve animation property interpolation handling.

Added a "previous" mode.
Made values that cannot be sanely interpolated fall back to this mode.

* Improve some animation docs.
2019-09-17 22:57:12 +02:00
Acruid 4d30d5af78 TransformComponent now properly rebuilds its matrices on startup. This resolves https://github.com/space-wizards/space-station-14/issues/224.
Fixed bug with ParentChangedMessage using the wrong entity in its OldEntity argument.
2019-09-05 16:00:41 -07:00
Acruid dba0815585 When an entity is deleted, its children are now implicitly deleted as well. Previously, the children were orphaned onto the map. This resolves space-wizards/RobustToolbox/#855. 2019-09-04 11:44:27 -07:00
Acruid 096b7f6bca Removed TransformComponent.VisibleWhileParented.
Removed `TransformComponent.ParentChangedEventArgs`, this was dead code from the removed `TransformComponent.OnParentChanged` event.
2019-08-05 13:21:55 -07:00
Pieter-Jan Briers fdfbf92223 Remove a ton of lighting system cruft.
Basically just kills the light manager.
Clyde was already using the ECS anyways.
2019-07-30 13:31:05 +02:00
Acruid 51bbc7e565 Removed obsolete TransformComponent.OnParentChanged event. Use the component or entity system message for this event. 2019-07-29 16:16:55 -07:00
Pieter-Jan Briers a4f2441153 Adds SnapGridComponent.GetLocal() 2019-07-26 13:49:09 +02:00
Acruid ed97cbb42d The *World functions on TransformComponent now properly account for the grid world location. This fixes entities being drawn around the world origin when they touch a grid that isn't at 0,0 in the world. 2019-07-24 10:29:40 -07:00
Acruid 8c46c06497 Setting the world position of a Transform now properly sets the grid index. 2019-07-20 12:37:46 -07:00
Pieter-Jan BriersandGitHub bb4a1eda8e Project file refactor (#819)
* Project file refactor

Move all the .csproj files to the new .NET Core style.
This doesn't make any difference for compiling for Framework,
but it does reduce a ton of useless boilerplate.

As an extension of this, killed a bunch of uncompiled & unmaintained .cs files.

Compiling for release (to profile) works now.
Removed AnyCPU targets from the solution file.

* Fix compiler warnings.
2019-05-28 00:16:01 +02:00
Pieter-Jan BriersandGitHub e7a8e9b1aa Fix client side entity positions. (#811)
They were being interpolated to the origin.
2019-05-16 20:15:20 +02:00
AcruidandPieter-Jan Briers c4fb96b5e8 Tile Placement Improvements (#808)
* Tile Placement box actually uses the mouse snapgrid, not the players.

* Placement box only snaps to grids if cursor is over grid.
First tile of new grid is centered on cursor, instead of bottom left on cursor.

* Place square now sticks to the edge of a grid.
Cannot place tiles that would touch two grid Bounds.
2019-05-11 15:58:28 +02:00
Pieter-Jan Briers 3889066e9c Make parenting a transform to its current parent a no-op. 2019-05-05 13:05:31 +02:00
AcruidandPieter-Jan Briers 7053fb15f8 Map System Code Refactor (#796)
* Removed unused method TileRef.GetStep().
Removed unused property TileRef.TileSize.
Removed unused property TileRef.Tile, made the field public with the same name.
Made the TileRef struct readonly.
Removed property TileRef.TileDef.
Removed property TileRef.LocalPos.
Renamed GridTile to GridIndices.
Implemented IEquatable on TileRef.
Implemented Equality operators on TileRef.
Added PublicAPI attribute to TileRef.
Added doc comments to TileRef.

* Modified Tile:
Added the PublicApi annotation.
Made struct readonly.
Filled out doc comments.
Changed auto properties to readonly fields.
Renamed TileId to TypeId.
Added a static Empty tile to the struct.
Implemented IEquatable.

* Modified MapCoordinates:
Added PublicApi attribute.
Implemented IEquatable.
Filled out doc comments.
Removed Map property.

* Modified ScreenCoordinates:
Filled out doc comments.
Added the PublicApi attribute.
Implemented IEquatable.

* Modified GridCoordinates:
Removed method IsValidLocation.

* Removed property GridCoordinates.Grid.

* Removed GridCoordinates.Map.

* Removed GridCoordinates.MapId.

* Removed property GridCoordinates.IsWorld.
Removed constructors taking a MapId.

* Removed static IoCManager calls from GridCoordinates.

* Modified GridCoordinates:
Added attribute PublicApi.
Filled out doc comments.

* Filled out doc comments for MapGrid.
Filled out doc comments for MapIndices.
Misc refactors for both.

* added command to teleport grids.

* Added method Box2.Intersect.
Added method Box2.Union.
Placement manager now spawns new grids to place tiles not connected to an existing grid.
2019-04-20 20:37:37 +02:00
AcruidandPieter-Jan Briers a5a3a539dc Tick Logic Timing and Bandwidth Improvements (#795)
Code was changed so that time starts at tick zero, and all entities are initialized in the space between tick 0 to 1. This was a solution to the fact fromSequence was including entities with lastStateUpdate tick one less than the actual sequence number. This is purely an issue about when exactly the game does its logic relative to the tick signals, ie positive or negative edge of the tick. Right now the game is set up to run the game logic on the positive edge of a Tick (enforced by GameLoop).

The second big part is that an empty collection takes 5ish bytes more than a null collection in the NetSerializer, even though they are conceptually the same thing in a game state. This PR puts null checks around everything and allows GameStates to have whole sections of itself null. This reduced the payload size of an empty game state from 49B to 15B.

This PR also fixes the bug where the physics system marks every movable entity as dirty every tick.
2019-04-20 18:08:43 +02:00
SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00