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>
This commit is contained in:
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using Content.Server.Lightning;
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using Content.Server.Tesla.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// Fires electric arcs at surrounding objects.
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/// </summary>
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public sealed class LightningArcShooterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly LightningSystem _lightning = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningArcShooterComponent, MapInitEvent>(OnShooterMapInit);
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SubscribeLocalEvent<LightningArcShooterComponent, EntityUnpausedEvent>(OnShooterUnpaused);
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}
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private void OnShooterMapInit(EntityUid uid, LightningArcShooterComponent component, ref MapInitEvent args)
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{
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component.NextShootTime = _gameTiming.CurTime;
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}
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private void OnShooterUnpaused(EntityUid uid, LightningArcShooterComponent component, ref EntityUnpausedEvent args)
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{
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component.NextShootTime += args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightningArcShooterComponent>();
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while (query.MoveNext(out var uid, out var arcShooter))
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{
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if (arcShooter.NextShootTime > _gameTiming.CurTime)
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continue;
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ArcShoot(uid, arcShooter);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(arcShooter.ShootMinInterval, arcShooter.ShootMaxInterval));
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arcShooter.NextShootTime += delay;
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}
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}
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private void ArcShoot(EntityUid uid, LightningArcShooterComponent component)
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{
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var arcs = _random.Next(1, component.MaxLightningArc);
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_lightning.ShootRandomLightnings(uid, component.ShootRange, arcs, component.LightningPrototype, component.ArcDepth);
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}
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}
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53
Content.Server/Tesla/EntitySystem/LightningSparkingSystem.cs
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53
Content.Server/Tesla/EntitySystem/LightningSparkingSystem.cs
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using Content.Server.Tesla.Components;
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using Content.Server.Lightning;
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using Content.Shared.Power;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// The component changes the visual of an object after it is struck by lightning
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/// </summary>
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public sealed class LightningSparkingSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningSparkingComponent, HitByLightningEvent>(OnHitByLightning);
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SubscribeLocalEvent<LightningSparkingComponent, EntityUnpausedEvent>(OnLightningUnpaused);
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}
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private void OnLightningUnpaused(EntityUid uid, LightningSparkingComponent component, ref EntityUnpausedEvent args)
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{
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component.LightningEndTime += args.PausedTime;
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}
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private void OnHitByLightning(Entity<LightningSparkingComponent> uid, ref HitByLightningEvent args)
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{
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_appearance.SetData(uid.Owner, TeslaCoilVisuals.Lightning, true);
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uid.Comp.LightningEndTime = _gameTiming.CurTime + TimeSpan.FromSeconds(uid.Comp.LightningTime);
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uid.Comp.IsSparking = true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightningSparkingComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (!component.IsSparking)
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continue;
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if (component.LightningEndTime < _gameTiming.CurTime)
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{
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_appearance.SetData(uid, TeslaCoilVisuals.Lightning, false);
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component.IsSparking = false;
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}
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}
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}
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}
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32
Content.Server/Tesla/EntitySystem/TeslaCoilSystem.cs
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Content.Server/Tesla/EntitySystem/TeslaCoilSystem.cs
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Tesla.Components;
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using Content.Server.Lightning;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// Generates electricity from lightning bolts
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/// </summary>
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public sealed class TeslaCoilSystem : EntitySystem
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{
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[Dependency] private readonly BatterySystem _battery = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TeslaCoilComponent, HitByLightningEvent>(OnHitByLightning);
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}
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//When struck by lightning, charge the internal battery
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private void OnHitByLightning(Entity<TeslaCoilComponent> coil, ref HitByLightningEvent args)
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{
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if (!TryComp<BatteryComponent>(coil, out var batteryComponent))
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return;
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_battery.SetCharge(coil, batteryComponent.CurrentCharge + coil.Comp.ChargeFromLightning);
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}
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}
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51
Content.Server/Tesla/EntitySystem/TeslaEnergyBallSystem.cs
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51
Content.Server/Tesla/EntitySystem/TeslaEnergyBallSystem.cs
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using Content.Server.Administration.Logs;
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using Content.Server.Singularity.Components;
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using Content.Server.Tesla.Components;
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using Content.Shared.Database;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Physics.Events;
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using Content.Server.Lightning.Components;
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using Robust.Server.Audio;
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using Content.Server.Singularity.Events;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// 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.
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/// </summary>
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public sealed class TeslaEnergyBallSystem : EntitySystem
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{
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[Dependency] private readonly AudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TeslaEnergyBallComponent, EntityConsumedByEventHorizonEvent>(OnConsumed);
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}
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private void OnConsumed(Entity<TeslaEnergyBallComponent> tesla, ref EntityConsumedByEventHorizonEvent args)
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{
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Spawn(tesla.Comp.ConsumeEffectProto, Transform(args.Entity).Coordinates);
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if (TryComp<SinguloFoodComponent>(args.Entity, out var singuloFood))
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{
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AdjustEnergy(tesla, tesla.Comp, singuloFood.Energy);
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} else
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{
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AdjustEnergy(tesla, tesla.Comp, tesla.Comp.ConsumeStuffEnergy);
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}
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}
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public void AdjustEnergy(EntityUid uid, TeslaEnergyBallComponent component, float delta)
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{
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component.Energy += delta;
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if (component.Energy > component.NeedEnergyToSpawn)
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{
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component.Energy -= component.NeedEnergyToSpawn;
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Spawn(component.SpawnProto, Transform(uid).Coordinates);
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}
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}
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}
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