* 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>
85 lines
3.4 KiB
C#
85 lines
3.4 KiB
C#
using Robust.Shared.GameStates;
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using Content.Shared.Singularity.EntitySystems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Singularity.Components;
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/// <summary>
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/// A component that makes the associated entity destroy other within some distance of itself.
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/// Also makes the associated entity destroy other entities upon contact.
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/// Primarily managed by <see cref="SharedEventHorizonSystem"/> and its server/client versions.
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/// </summary>
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[Access(friends: typeof(SharedEventHorizonSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed partial class EventHorizonComponent : Component
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{
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/// <summary>
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/// The radius of the event horizon within which it will destroy all entities and tiles.
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/// If < 0.0 this behavior will not be active.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetRadius"/>.
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/// </summary>
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[DataField("radius")]
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public float Radius;
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/// <summary>
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/// involves periodically destroying tiles within a specified radius
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/// </summary>
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[DataField]
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public bool ConsumeTiles = true;
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/// <summary>
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/// involves periodically destroying entities within a specified radius. Does not affect collide destruction of entities.
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/// </summary>
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[DataField]
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public bool ConsumeEntities = true;
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/// <summary>
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/// Whether the event horizon can consume/destroy the devices built to contain it.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetCanBreachContainment"/>.
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/// </summary>
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[DataField("canBreachContainment")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanBreachContainment = false;
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("consumerFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ConsumerFixtureId = "EventHorizonConsumer";
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("colliderFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ColliderFixtureId = "EventHorizonCollider";
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/// <summary>
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/// Whether the entity this event horizon is attached to is being consumed by another event horizon.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public bool BeingConsumedByAnotherEventHorizon = false;
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between this event horizon consuming everything it overlaps with.
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/// </summary>
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[DataField("consumePeriod")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan TargetConsumePeriod = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// The next time at which this consumed everything it overlapped with.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly), DataField("nextConsumeWaveTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextConsumeWaveTime;
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#endregion Update Timing
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}
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