Files
tbd-station-14/Content.Server/Physics/Controllers/ChasingWalkSystem.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

110 lines
4.3 KiB
C#

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