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OldThink/Content.Server/Tesla/EntitySystem/LightningSparkingSystem.cs

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Tesla (#21124) * upload all textures finished easiest part - TeslaGenerator * Added Tesla energy logic * add lightning pulse priority * work * optimise lightning arc system * now tesla moving to LightningTarget entity and consume it * some audio work add airlock and computers to the LightningTarget * add nice visual and explosions add crashing to game * rsi meta fix * disabling explosions (crashing server) I'll get back to that problem later. * adding important admin logging * a little bit of cleaning and documentation * Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see. * now the tesla incinerates everything it touches except the containment field. * colliders work * fix falling tesla on ground after being exploded * add consume sound, add spawn and collapses sound * added TeslaGenerator to cargo trading console * add all tesla part to cargo trading console * Tesla coils: Turn on and off, get energy from lightning, give energy to the grid. * tesla coil is ready * tesla grounding rod is ready * clean up * clean up 2 * grounding rods now working without power * add LightningResistance parameter for LightningTarget Component * add chaotic teleport * eletrocution remove? * deltanedas fix pack * more fixes * FIXES * FIIIXEEES * The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed. * ops * fix * nah, is escaped anyway * increase tesla collider size * keron bb * try fix test? * fix * bruh * check turn off sus comp * prototype cleaning * FIIX * return and fix sus component * fix tesla eating lightnings, now mini tesla is electrocuted * commented some issues * remove linq sorting fix jumping system minor fixes * fix second Linq * fix tesla colliders! Yeah, it works * fix componentregistration * Just retests * not fix * FIX TESLA * fixes * store targets * back * make dictionary of hashsets * some sloth fixes * stump * playtest balance energy generation, return to unpotimized (but working) lightning shoot * parity * work on * some new fix, some new bug (chasingComponent not chasing) * comment * fix ChasingWalkSystem * fix collider tesla problem * revert old unoptimized shoot lightning * new fix pack --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-12-28 16:11:50 +03:00
using Content.Server.Tesla.Components;
using Content.Server.Lightning;
using Content.Shared.Power;
using Robust.Shared.Timing;
namespace Content.Server.Tesla.EntitySystems;
/// <summary>
/// The component changes the visual of an object after it is struck by lightning
/// </summary>
public sealed class LightningSparkingSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightningSparkingComponent, HitByLightningEvent>(OnHitByLightning);
}
private void OnHitByLightning(Entity<LightningSparkingComponent> uid, ref HitByLightningEvent args)
{
_appearance.SetData(uid.Owner, TeslaCoilVisuals.Lightning, true);
uid.Comp.LightningEndTime = _gameTiming.CurTime + TimeSpan.FromSeconds(uid.Comp.LightningTime);
uid.Comp.IsSparking = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<LightningSparkingComponent>();
while (query.MoveNext(out var uid, out var component))
{
if (!component.IsSparking)
continue;
if (component.LightningEndTime < _gameTiming.CurTime)
{
_appearance.SetData(uid, TeslaCoilVisuals.Lightning, false);
component.IsSparking = false;
}
}
}
}