mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* 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)
79 lines
3.0 KiB
C#
79 lines
3.0 KiB
C#
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;
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using System.Numerics;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Utility;
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namespace Content.Server.Physics.Controllers;
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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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public sealed class ChaoticJumpSystem : VirtualController
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChaoticJumpComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(Entity<ChaoticJumpComponent> chaotic, ref MapInitEvent args)
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{
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//So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator.
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chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval));
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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<ChaoticJumpComponent>();
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while (query.MoveNext(out var uid, out var chaotic))
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{
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//Jump
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if (chaotic.NextJumpTime <= _gameTiming.CurTime)
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{
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Jump(uid, chaotic);
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chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval));
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}
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}
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}
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private void Jump(EntityUid uid, ChaoticJumpComponent component)
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{
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var transform = Transform(uid);
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var startPos = _transform.GetWorldPosition(uid);
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Vector2 targetPos;
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var direction = _random.NextAngle();
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var range = _random.NextFloat(component.RangeMin, component.RangeMax);
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var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask);
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var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull();
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if (rayCastResults != null)
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{
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targetPos = rayCastResults.Value.HitPos;
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targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target
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}
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else
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{
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targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction));
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}
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Spawn(component.Effect, transform.Coordinates);
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_xform.SetWorldPosition(uid, targetPos);
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}
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}
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