* 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
2.0 KiB
C#
56 lines
2.0 KiB
C#
using Content.Server.Lightning;
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using Content.Server.Tesla.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// Fires electric arcs at surrounding objects.
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/// </summary>
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public sealed class LightningArcShooterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly LightningSystem _lightning = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningArcShooterComponent, MapInitEvent>(OnShooterMapInit);
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SubscribeLocalEvent<LightningArcShooterComponent, EntityUnpausedEvent>(OnShooterUnpaused);
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}
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private void OnShooterMapInit(EntityUid uid, LightningArcShooterComponent component, ref MapInitEvent args)
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{
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component.NextShootTime = _gameTiming.CurTime;
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}
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private void OnShooterUnpaused(EntityUid uid, LightningArcShooterComponent component, ref EntityUnpausedEvent args)
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{
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component.NextShootTime += args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightningArcShooterComponent>();
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while (query.MoveNext(out var uid, out var arcShooter))
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{
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if (arcShooter.NextShootTime > _gameTiming.CurTime)
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continue;
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ArcShoot(uid, arcShooter);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(arcShooter.ShootMinInterval, arcShooter.ShootMaxInterval));
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arcShooter.NextShootTime += delay;
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}
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}
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private void ArcShoot(EntityUid uid, LightningArcShooterComponent component)
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{
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var arcs = _random.Next(1, component.MaxLightningArc);
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_lightning.ShootRandomLightnings(uid, component.ShootRange, arcs, component.LightningPrototype, component.ArcDepth);
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}
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}
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