* 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>
79 lines
3.0 KiB
C#
79 lines
3.0 KiB
C#
using Content.Server.Physics.Components;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Physics;
|
|
using System.Numerics;
|
|
using Robust.Shared.Physics.Controllers;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Physics.Controllers;
|
|
|
|
/// <summary>
|
|
/// A component which makes its entity periodically chaotic jumps arounds
|
|
/// </summary>
|
|
public sealed class ChaoticJumpSystem : VirtualController
|
|
{
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly SharedTransformSystem _xform = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ChaoticJumpComponent, MapInitEvent>(OnMapInit);
|
|
}
|
|
|
|
private void OnMapInit(Entity<ChaoticJumpComponent> chaotic, ref MapInitEvent args)
|
|
{
|
|
//So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator.
|
|
chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval));
|
|
}
|
|
|
|
public override void UpdateBeforeSolve(bool prediction, float frameTime)
|
|
{
|
|
base.UpdateBeforeSolve(prediction, frameTime);
|
|
|
|
var query = EntityQueryEnumerator<ChaoticJumpComponent>();
|
|
while (query.MoveNext(out var uid, out var chaotic))
|
|
{
|
|
//Jump
|
|
if (chaotic.NextJumpTime <= _gameTiming.CurTime)
|
|
{
|
|
Jump(uid, chaotic);
|
|
chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Jump(EntityUid uid, ChaoticJumpComponent component)
|
|
{
|
|
var transform = Transform(uid);
|
|
|
|
var startPos = _transform.GetWorldPosition(uid);
|
|
Vector2 targetPos;
|
|
|
|
var direction = _random.NextAngle();
|
|
var range = _random.NextFloat(component.RangeMin, component.RangeMax);
|
|
var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask);
|
|
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull();
|
|
|
|
if (rayCastResults != null)
|
|
{
|
|
targetPos = rayCastResults.Value.HitPos;
|
|
targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target
|
|
}
|
|
else
|
|
{
|
|
targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction));
|
|
}
|
|
|
|
Spawn(component.Effect, transform.Coordinates);
|
|
|
|
_xform.SetWorldPosition(uid, targetPos);
|
|
}
|
|
}
|