Beam Component and Lightning Component (#10196)

This commit is contained in:
keronshb
2022-09-15 11:49:01 -04:00
committed by GitHub
parent 24d0766ad0
commit e90e8052c4
32 changed files with 856 additions and 1 deletions

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using Content.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Lightning.Components;
/// <summary>
/// Handles how lightning acts and is spawned. Use the ShootLightning method to fire lightning from one user to a target.
/// </summary>
public abstract class SharedLightningComponent : Component
{
/// <summary>
/// Can this lightning arc?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canArc")]
public bool CanArc;
/// <summary>
/// How much should lightning arc in total?
/// Controls the amount of bolts that will spawn.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTotalArc")]
public int MaxTotalArcs = 50;
/// <summary>
/// The prototype ID used for arcing bolts. Usually will be the same name as the main proto but it could be flexible.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("lightningPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string LightningPrototype = "Lightning";
/// <summary>
/// The target that the lightning will Arc to.
/// </summary>
[ViewVariables]
[DataField("arcTarget")]
public EntityUid ArcTarget;
/// <summary>
/// How far should this lightning go?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxLength")]
public float MaxLength = 5f;
/// <summary>
/// List of targets that this collided with already
/// </summary>
[ViewVariables]
[DataField("arcTargets")]
public HashSet<EntityUid> ArcTargets = new();
/// <summary>
/// What should this arc to?
/// </summary>
[ViewVariables]
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.MachineMask);
}

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using Robust.Shared.Random;
namespace Content.Shared.Lightning;
public abstract class SharedLightningSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
/// <summary>
/// Picks a random sprite state for the lightning. It's just data that gets passed to the <see cref="BeamComponent"/>
/// </summary>
/// <returns>Returns a string "lightning_" + the chosen random number.</returns>
public string LightningRandomizer()
{
//When the lightning is made with TryCreateBeam, spawns random sprites for each beam to make it look nicer.
var spriteStateNumber = _random.Next(1, 12);
return ("lightning_" + spriteStateNumber);
}
}