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OldThink/Content.Server/Physics/Controllers/ChaoticJumpSystem.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.Physics.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics;
using System.Numerics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Utility;
namespace Content.Server.Physics.Controllers;
/// <summary>
/// A component which makes its entity periodically chaotic jumps arounds
/// </summary>
public sealed class ChaoticJumpSystem : VirtualController
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChaoticJumpComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<ChaoticJumpComponent> chaotic, ref MapInitEvent args)
{
//So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator.
chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval));
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var query = EntityQueryEnumerator<ChaoticJumpComponent>();
while (query.MoveNext(out var uid, out var chaotic))
{
//Jump
if (chaotic.NextJumpTime <= _gameTiming.CurTime)
{
Jump(uid, chaotic);
chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval));
}
}
}
private void Jump(EntityUid uid, ChaoticJumpComponent component)
{
var transform = Transform(uid);
var startPos = _transform.GetWorldPosition(uid);
Vector2 targetPos;
var direction = _random.NextAngle();
var range = _random.NextFloat(component.RangeMin, component.RangeMax);
var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull();
if (rayCastResults != null)
{
targetPos = rayCastResults.Value.HitPos;
targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target
}
else
{
targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction));
}
Spawn(component.Effect, transform.Coordinates);
_xform.SetWorldPosition(uid, targetPos);
}
}