Commit Graph

20 Commits

Author SHA1 Message Date
Fildrance 75f17c9c97 Station AI ability to electricute doors (#32012)
* Boom! Emergency access!

* Emergency access sound

* locale

* Updated sounds

* bleh

* Door electrify base

* feat: popups on attempt to activate AI action when wires cut

* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door

* refactor: added icon and sound for door overcharge

* meta.json should use tabs not spaces

* refactor: extracted sounds for airlock overcharge to static field in system

* refactor: cleanup, ScarKy0 mentions for resources

* refactor: removed unused textures

* feat: now notification is displayed when AI attempting to interact with door which have wire cut

* StationAiWhitelistComponent is properly gating  BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered

* refactor: use PlayLocal to play electrify sound only for AI player

* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.

* bolts now check for power using SharedPowerReceiverSystem

* electrify localization and louder electrify sounds

* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut

* refactor: cleanup

* New sprites and fixes

* Copyright

* even more sprite changes

* refactore: cleanup, rename overcharge => electrify

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-10-02 12:06:48 +01:00
lzk a008a646e9 Add summary comments for ElectrifiedComponent fields (#29733)
add summaries for ElectrifiedComponent
2024-08-09 17:31:25 +01:00
Ed 2a379aae7f
Chances of triggering effects (#27056)
* electrocution

* slippery

* flashibg

* Update SlipperyComponent.cs

* Update SlipperySystem.cs

(cherry picked from commit 5659edd207c36b1148ba675204c74f94821abb87)
2024-04-21 22:06:59 +02:00
Nemanja 6bae72555b
Go back to constant electrocution damage based on voltage (#26455)
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received.

LV Cable -> 10 damage
MV Cable -> 20 damage
HV Cable -> 30 damage

Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine.

While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.

(cherry picked from commit aba16198f6846d880b3a1c233b5e9252d21e6985)
2024-04-07 14:10:43 +02:00
TemporalOroboros 30494d7fab Swaps HV/MV/LV scaling to supply power scaling (#20880) 2023-10-20 15:30:21 +02:00
DrSmugleaf a88e747a0b
Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
Slava0135 4ade6f60ff
Electrified grille sparks effect (#15178)
* use file namespace

* shorter systems name

* replace SoundSystem with AudioSystem

* refactor update function

* refactor

* refactor 2

* remove setters

* uh oh

* remove getters

* active checks

* refactor 3

* better way

* update state

* have to remove this for now

* move electrified component to shared

* forgot this

* fix airlocks

* add effect

* Revert "move electrified component to shared"

This reverts commit 6457e8fc9c3b674a705a61034831ce6f084e2b01.

* Revert "forgot this"

This reverts commit ed361cee2d5b8b958830ba0af07fcc2627eb7845.

* functioning effects

* use animation by Aleksh

* make effect part of grille

* optimisation?

* remove timing

* file name

* only activate when touched

* refactor electrocution comp too

* make it 1 sec

* formatting

* replace all entity query with enumerator

* queue del
2023-04-29 16:05:10 -04:00
Paul Ritter 79854e59a4
adds a source uid to most damage & mobstate events (#11559)
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
2022-10-08 12:15:27 +02:00
Leon Friedrich c7ad6b709e
Audio System Rejig (#9635) 2022-07-29 12:13:12 +10:00
Pieter-Jan Briers a323ba8223
Revert "Revert "Fix some friend access violations by allowing others access. (#8594) (#8703)" (working this time) (#8704) 2022-06-07 15:26:28 +02:00
Pieter-Jan Briers cecf87997b
Revert "Fix some friend access violations by allowing others access. (#8594) (#8703) 2022-06-07 13:44:31 +02:00
Vera Aguilera Puerto c5f7c61041
Fix some friend access violations by allowing others access. (#8594)
Rename Friend attribute to Access attribute.
Updates submodule to v0.21.0.0 as well.
2022-06-07 11:30:27 +02:00
wrexbe bc68ac96dd
Cleanup the namespaces (#8132) 2022-05-13 17:59:03 +10:00
Flipp Syder 8257635811
Electrocution noises (#8061)
* Adds spark noises when an entity gets electrocuted by something

* oops

* double oops

* Update Content.Server/Electrocution/Components/ElectrifiedComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-05-10 11:40:15 +10:00
Flipp Syder 4700e5bc80
Adds the ability for electrification to check if the entity is powered by an APC (#7533) 2022-04-15 14:21:11 -07:00
mirrorcult ec4d4688c7
Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
wrexbe 17db0775c8
Auto comp (#6416) 2022-02-02 14:35:40 +11:00
Flipp Syder 4a161325f5
adds interactusing to electrocution (#5693) 2021-12-04 01:59:09 -08:00
mirrorcult 207dacd1f2
Nerf electrocution (#5651) 2021-12-01 20:03:38 -07:00
Vera Aguilera Puerto ed3bf94a3b
Electrocution. (#4958)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-10-25 16:21:56 +02:00