* 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>
123 lines
4.7 KiB
C#
123 lines
4.7 KiB
C#
using Content.Server.ParticleAccelerator.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Singularity.EntitySystems;
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public sealed class SingularityGeneratorSystem : EntitySystem
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{
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#region Dependencies
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[Dependency] private readonly IViewVariablesManager _vvm = default!;
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#endregion Dependencies
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
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var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
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vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
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vvHandle.AddPath(nameof(SingularityGeneratorComponent.Threshold), (_, comp) => comp.Threshold, SetThreshold);
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}
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public override void Shutdown()
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{
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var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
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vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Power));
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vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Threshold));
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base.Shutdown();
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}
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/// <summary>
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/// Handles what happens when a singularity generator passes its power threshold.
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/// Default behavior is to reset the singularities power level and spawn a singularity.
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/// </summary>
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/// <param name="uid">The uid of the singularity generator.</param>
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/// <param name="comp">The state of the singularity generator.</param>
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private void OnPassThreshold(EntityUid uid, SingularityGeneratorComponent? comp)
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{
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if (!Resolve(uid, ref comp))
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return;
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SetPower(uid, 0, comp);
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EntityManager.SpawnEntity(comp.SpawnPrototype, Transform(uid).Coordinates);
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="SingularityGeneratorComponent.Power"/>
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/// If the singularity generator passes its threshold it also spawns a singularity.
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/// </summary>
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/// <param name="comp">The singularity generator component.</param>
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/// <param name="value">The new power level for the generator component to have.</param>
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public void SetPower(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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var oldValue = comp.Power;
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if (value == oldValue)
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return;
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comp.Power = value;
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if (comp.Power >= comp.Threshold && oldValue < comp.Threshold)
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OnPassThreshold(uid, comp);
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}
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/// <summary>
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/// Setter for <see cref="SingularityGeneratorComponent.Threshold"/>
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/// If the singularity generator has passed its new threshold it also spawns a singularity.
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/// </summary>
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/// <param name="comp">The singularity generator component.</param>
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/// <param name="value">The new threshold power level for the generator component to have.</param>
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public void SetThreshold(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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var oldValue = comp.Threshold;
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if (value == comp.Threshold)
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return;
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comp.Power = value;
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if (comp.Power >= comp.Threshold && comp.Power < oldValue)
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OnPassThreshold(uid, comp);
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}
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#endregion Getters/Setters
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#region Event Handlers
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/// <summary>
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/// Handles PA Particles colliding with a singularity generator.
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/// Adds the power from the particles to the generator.
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/// TODO: Desnowflake this.
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/// </summary>
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/// <param name="uid">The uid of the PA particles have collided with.</param>
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/// <param name="component">The state of the PA particles.</param>
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/// <param name="args">The state of the beginning of the collision.</param>
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private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
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{
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if (EntityManager.TryGetComponent<SingularityGeneratorComponent>(args.OtherEntity, out var singularityGeneratorComponent))
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{
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SetPower(
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args.OtherEntity,
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singularityGeneratorComponent.Power + component.State switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 2,
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ParticleAcceleratorPowerState.Level2 => 4,
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ParticleAcceleratorPowerState.Level3 => 8,
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_ => 0
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},
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singularityGeneratorComponent
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);
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EntityManager.QueueDeleteEntity(uid);
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}
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}
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#endregion Event Handlers
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}
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