* 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>
60 lines
2.2 KiB
C#
60 lines
2.2 KiB
C#
using Content.Server.Tesla.EntitySystems;
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using Content.Shared.Explosion;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Lightning.Components;
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/// <summary>
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/// This component allows the lightning system to select a given entity as the target of a lightning strike.
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/// It also determines the priority of selecting this target, and the behavior of the explosion. Used for tesla.
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/// </summary>
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[RegisterComponent, Access(typeof(LightningSystem), typeof(LightningTargetSystem))]
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public sealed partial class LightningTargetComponent : Component
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{
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/// <summary>
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/// Priority level for selecting a lightning target.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int Priority;
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/// <summary>
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/// Lightning has a number of bounces into neighboring targets.
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/// This number controls how many bounces the lightning bolt has left after hitting that target.
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/// At high values, the lightning will not travel farther than that entity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int LightningResistance = 1; //by default, reduces the number of bounces from this target by 1
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// BOOM PART
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/// <summary>
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/// Will the entity explode after being struck by lightning?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool LightningExplode = true;
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/// <summary>
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/// The explosion prototype to spawn
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<ExplosionPrototype> ExplosionPrototype = "Default";
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/// <summary>
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/// The total amount of intensity an explosion can achieve
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float TotalIntensity = 25f;
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/// <summary>
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/// How quickly does the explosion's power slope? Higher = smaller area and more concentrated damage, lower = larger area and more spread out damage
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Dropoff = 2f;
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/// <summary>
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/// How much intensity can be applied per tile?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MaxTileIntensity = 5f;
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}
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