* 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>
110 lines
4.3 KiB
C#
110 lines
4.3 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Physics.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Server.Physics.Controllers;
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/// <summary>
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/// A system which makes its entity chasing another entity with selected component.
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/// </summary>
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public sealed class ChasingWalkSystem : VirtualController
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private readonly HashSet<Entity<IComponent>> _potentialChaseTargets = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
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SubscribeLocalEvent<ChasingWalkComponent, EntityUnpausedEvent>(OnChasingUnpaused);
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}
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private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
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{
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component.NextImpulseTime = _gameTiming.CurTime;
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component.NextChangeVectorTime = _gameTiming.CurTime;
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}
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private void OnChasingUnpaused(EntityUid uid, ChasingWalkComponent component, ref EntityUnpausedEvent args)
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{
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component.NextImpulseTime += args.PausedTime;
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component.NextChangeVectorTime += args.PausedTime;
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var query = EntityQueryEnumerator<ChasingWalkComponent>();
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while (query.MoveNext(out var uid, out var chasing))
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{
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//Set Velocity to Target
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if (chasing.NextImpulseTime <= _gameTiming.CurTime)
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{
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ForceImpulse(uid, chasing);
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chasing.NextImpulseTime += TimeSpan.FromSeconds(chasing.ImpulseInterval);
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}
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//Change Target
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if (chasing.NextChangeVectorTime <= _gameTiming.CurTime)
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{
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ChangeTarget(uid, chasing);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(chasing.ChangeVectorMinInterval, chasing.ChangeVectorMaxInterval));
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chasing.NextChangeVectorTime += delay;
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}
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}
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}
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private void ChangeTarget(EntityUid uid, ChasingWalkComponent component)
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{
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//We find our coordinates and calculate the radius of the target search.
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var xform = Transform(uid);
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var range = component.MaxChaseRadius;
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var compType = _random.Pick(component.ChasingComponent.Values).Component.GetType();
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_potentialChaseTargets.Clear();
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_lookup.GetEntitiesInRange(compType, _transform.GetMapCoordinates(xform), range, _potentialChaseTargets, LookupFlags.Uncontained);
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//If there are no required components in the radius, don't moving.
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if (_potentialChaseTargets.Count <= 0)
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return;
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//In the case of finding required components, we choose a random one of them and remember its uid.
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component.ChasingEntity = _random.Pick(_potentialChaseTargets).Owner;
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component.Speed = _random.NextFloat(component.MinSpeed, component.MaxSpeed);
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}
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//pushing the entity toward its target
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private void ForceImpulse(EntityUid uid, ChasingWalkComponent component)
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{
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if (Deleted(component.ChasingEntity) || component.ChasingEntity == null)
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{
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ChangeTarget(uid, component);
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return;
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}
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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//Calculating direction to the target.
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var pos1 = _transform.GetWorldPosition(uid);
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var pos2 = _transform.GetWorldPosition(component.ChasingEntity.Value);
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var delta = pos2 - pos1;
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var speed = delta.Length() > 0 ? delta.Normalized() * component.Speed : Vector2.Zero;
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_physics.SetLinearVelocity(uid, speed);
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_physics.SetBodyStatus(physics, BodyStatus.InAir); //If this is not done, from the explosion up close, the tesla will "Fall" to the ground, and almost stop moving.
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}
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}
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