mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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>
(cherry picked from commit 88d7cfb4c0)
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using Content.Server.Physics.Controllers;
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using Content.Shared.Physics;
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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 periodically chaotic jumps arounds
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/// </summary>
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[RegisterComponent, Access(typeof(ChaoticJumpSystem))]
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public sealed partial class ChaoticJumpComponent : 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(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextJumpTime;
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/// <summary>
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/// Minimum interval between jumps
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float JumpMinInterval = 5f;
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/// <summary>
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/// Maximum interval between jumps
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float JumpMaxInterval = 15f;
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/// <summary>
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/// collision limits for which it is impossible to make a jump
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int CollisionMask = (int) CollisionGroup.Impassable;
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/// <summary>
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/// Minimum jump range
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float RangeMin = 5f;
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/// <summary>
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/// Maximum jump range
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float RangeMax = 10f;
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/// <summary>
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/// Spawn before jump
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId Effect = "EffectEmpPulse";
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}
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