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