Files
tbd-station-14/Content.Server/Physics/Controllers/ChaoticJumpSystem.cs
Ed 88d7cfb4c0 Tesla (#21124)
* 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>
2023-12-28 13:11:50 +00:00

79 lines
3.0 KiB
C#

using Content.Server.Physics.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics;
using System.Numerics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Utility;
namespace Content.Server.Physics.Controllers;
/// <summary>
/// A component which makes its entity periodically chaotic jumps arounds
/// </summary>
public sealed class ChaoticJumpSystem : VirtualController
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChaoticJumpComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<ChaoticJumpComponent> chaotic, ref MapInitEvent args)
{
//So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator.
chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval));
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var query = EntityQueryEnumerator<ChaoticJumpComponent>();
while (query.MoveNext(out var uid, out var chaotic))
{
//Jump
if (chaotic.NextJumpTime <= _gameTiming.CurTime)
{
Jump(uid, chaotic);
chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval));
}
}
}
private void Jump(EntityUid uid, ChaoticJumpComponent component)
{
var transform = Transform(uid);
var startPos = _transform.GetWorldPosition(uid);
Vector2 targetPos;
var direction = _random.NextAngle();
var range = _random.NextFloat(component.RangeMin, component.RangeMax);
var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull();
if (rayCastResults != null)
{
targetPos = rayCastResults.Value.HitPos;
targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target
}
else
{
targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction));
}
Spawn(component.Effect, transform.Coordinates);
_xform.SetWorldPosition(uid, targetPos);
}
}