* 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>
33 lines
985 B
C#
33 lines
985 B
C#
using Content.Server.Popups;
|
|
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Tesla.Components;
|
|
using Content.Server.Lightning;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Tesla.EntitySystems;
|
|
|
|
/// <summary>
|
|
/// Generates electricity from lightning bolts
|
|
/// </summary>
|
|
public sealed class TeslaCoilSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly BatterySystem _battery = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<TeslaCoilComponent, HitByLightningEvent>(OnHitByLightning);
|
|
}
|
|
|
|
//When struck by lightning, charge the internal battery
|
|
private void OnHitByLightning(Entity<TeslaCoilComponent> coil, ref HitByLightningEvent args)
|
|
{
|
|
if (!TryComp<BatteryComponent>(coil, out var batteryComponent))
|
|
return;
|
|
|
|
_battery.SetCharge(coil, batteryComponent.CurrentCharge + coil.Comp.ChargeFromLightning);
|
|
}
|
|
}
|