* 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>
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
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using Content.Server.Physics.Controllers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Physics.Components;
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/// <summary>
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/// A component which makes its entity chasing entity with selected component.
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/// </summary>
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[RegisterComponent, Access(typeof(ChasingWalkSystem))]
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public sealed partial class ChasingWalkComponent : Component
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{
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/// <summary>
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/// The next moment in time when the entity is pushed toward its goal
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextImpulseTime;
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/// <summary>
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/// Push-to-target frequency.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ImpulseInterval = 2f;
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/// <summary>
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/// The minimum speed at which this entity will move.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MinSpeed = 1.5f;
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/// <summary>
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/// The maximum speed at which this entity will move.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MaxSpeed = 3f;
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/// <summary>
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/// The current speed.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Speed;
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/// <summary>
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/// The minimum time interval in which an object can change its motion target.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ChangeVectorMinInterval = 5f;
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/// <summary>
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/// The maximum time interval in which an object can change its motion target.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ChangeVectorMaxInterval = 25f;
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/// <summary>
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/// The next change of direction time.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextChangeVectorTime;
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/// <summary>
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/// The component that the entity is chasing
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry ChasingComponent = default!;
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/// <summary>
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/// The maximum radius in which the entity chooses the target component to follow
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MaxChaseRadius = 25;
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/// <summary>
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/// The entity uid, chasing by the component owner
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? ChasingEntity;
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}
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