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.Administration.Logs ;
using Content.Server.Singularity.Components ;
using Content.Server.Tesla.Components ;
using Content.Shared.Database ;
using Content.Shared.Singularity.Components ;
using Content.Shared.Mind.Components ;
using Content.Shared.Tag ;
using Robust.Shared.Physics.Events ;
using Content.Server.Lightning.Components ;
using Robust.Server.Audio ;
using Content.Server.Singularity.Events ;
namespace Content.Server.Tesla.EntitySystems ;
/// <summary>
/// A component that tracks an entity's saturation level from absorbing other creatures by touch, and spawns new entities when the saturation limit is reached.
/// </summary>
public sealed class TeslaEnergyBallSystem : EntitySystem
{
[Dependency] private readonly AudioSystem _audio = default ! ;
public override void Initialize ( )
{
base . Initialize ( ) ;
SubscribeLocalEvent < TeslaEnergyBallComponent , EntityConsumedByEventHorizonEvent > ( OnConsumed ) ;
}
private void OnConsumed ( Entity < TeslaEnergyBallComponent > tesla , ref EntityConsumedByEventHorizonEvent args )
{
Spawn ( tesla . Comp . ConsumeEffectProto , Transform ( args . Entity ) . Coordinates ) ;
if ( TryComp < SinguloFoodComponent > ( args . Entity , out var singuloFood ) )
{
AdjustEnergy ( tesla , tesla . Comp , singuloFood . Energy ) ;
} else
{
AdjustEnergy ( tesla , tesla . Comp , tesla . Comp . ConsumeStuffEnergy ) ;
}
}
public void AdjustEnergy ( EntityUid uid , TeslaEnergyBallComponent component , float delta )
{
component . Energy + = delta ;
if ( component . Energy > component . NeedEnergyToSpawn )
{
component . Energy - = component . NeedEnergyToSpawn ;
Spawn ( component . SpawnProto , Transform ( uid ) . Coordinates ) ;
}
2024-01-05 05:48:09 +03:00
if ( component . Energy < component . EnergyToDespawn )
{
_audio . PlayPvs ( component . SoundCollapse , uid ) ;
QueueDel ( uid ) ;
}
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
}
}