* 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>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Singularity.Components;
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using Content.Server.Tesla.Components;
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using Content.Shared.Database;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Physics.Events;
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using Content.Server.Lightning.Components;
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using Robust.Server.Audio;
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using Content.Server.Singularity.Events;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// A component that tracks an entity's saturation level from absorbing other creatures by touch, and spawns new entities when the saturation limit is reached.
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/// </summary>
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public sealed class TeslaEnergyBallSystem : EntitySystem
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{
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[Dependency] private readonly AudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TeslaEnergyBallComponent, EntityConsumedByEventHorizonEvent>(OnConsumed);
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}
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private void OnConsumed(Entity<TeslaEnergyBallComponent> tesla, ref EntityConsumedByEventHorizonEvent args)
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{
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Spawn(tesla.Comp.ConsumeEffectProto, Transform(args.Entity).Coordinates);
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if (TryComp<SinguloFoodComponent>(args.Entity, out var singuloFood))
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{
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AdjustEnergy(tesla, tesla.Comp, singuloFood.Energy);
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} else
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{
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AdjustEnergy(tesla, tesla.Comp, tesla.Comp.ConsumeStuffEnergy);
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}
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}
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public void AdjustEnergy(EntityUid uid, TeslaEnergyBallComponent component, float delta)
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{
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component.Energy += delta;
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if (component.Energy > component.NeedEnergyToSpawn)
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{
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component.Energy -= component.NeedEnergyToSpawn;
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Spawn(component.SpawnProto, Transform(uid).Coordinates);
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}
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}
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}
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