* 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>
56 lines
1.8 KiB
C#
56 lines
1.8 KiB
C#
using Content.Server.Tesla.EntitySystems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Tesla.Components;
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/// <summary>
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/// Periodically fires electric arcs at surrounding objects.
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/// </summary>
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[RegisterComponent, Access(typeof(LightningArcShooterSystem))]
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public sealed partial class LightningArcShooterComponent : Component
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{
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/// <summary>
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/// The number of lightning bolts that are fired at the same time. From 0 to N
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/// Important balance value: if there aren't a N number of coils or grounders around the tesla,
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/// the tesla will have a chance to shoot into something important and break.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int MaxLightningArc = 1;
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/// <summary>
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/// Minimum interval between shooting.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ShootMinInterval = 0.5f;
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/// <summary>
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/// Maximum interval between shooting.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ShootMaxInterval = 8.0f;
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/// <summary>
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/// the target selection radius for lightning bolts.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ShootRange = 5f;
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/// <summary>
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/// How many times after a hit the lightning bolt will bounce into an adjacent target
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int ArcDepth = 1;
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/// <summary>
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/// The time, upon reaching which the next batch of lightning bolts will be fired.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextShootTime;
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/// <summary>
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/// The type of lightning bolts we shoot
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId LightningPrototype = "Lightning";
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}
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