mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-07 06:47:25 +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)
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using Content.Server.Administration.Logs;
|
|
using Content.Server.Singularity.Components;
|
|
using Content.Server.Tesla.Components;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Singularity.Components;
|
|
using Content.Shared.Mind.Components;
|
|
using Content.Shared.Tag;
|
|
using Robust.Shared.Physics.Events;
|
|
using Content.Server.Lightning.Components;
|
|
using Robust.Server.Audio;
|
|
using Content.Server.Singularity.Events;
|
|
|
|
namespace Content.Server.Tesla.EntitySystems;
|
|
|
|
/// <summary>
|
|
/// A component that tracks an entity's saturation level from absorbing other creatures by touch, and spawns new entities when the saturation limit is reached.
|
|
/// </summary>
|
|
public sealed class TeslaEnergyBallSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly AudioSystem _audio = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<TeslaEnergyBallComponent, EntityConsumedByEventHorizonEvent>(OnConsumed);
|
|
}
|
|
|
|
private void OnConsumed(Entity<TeslaEnergyBallComponent> tesla, ref EntityConsumedByEventHorizonEvent args)
|
|
{
|
|
Spawn(tesla.Comp.ConsumeEffectProto, Transform(args.Entity).Coordinates);
|
|
if (TryComp<SinguloFoodComponent>(args.Entity, out var singuloFood))
|
|
{
|
|
AdjustEnergy(tesla, tesla.Comp, singuloFood.Energy);
|
|
} else
|
|
{
|
|
AdjustEnergy(tesla, tesla.Comp, tesla.Comp.ConsumeStuffEnergy);
|
|
}
|
|
}
|
|
|
|
public void AdjustEnergy(EntityUid uid, TeslaEnergyBallComponent component, float delta)
|
|
{
|
|
component.Energy += delta;
|
|
|
|
if (component.Energy > component.NeedEnergyToSpawn)
|
|
{
|
|
component.Energy -= component.NeedEnergyToSpawn;
|
|
Spawn(component.SpawnProto, Transform(uid).Coordinates);
|
|
}
|
|
}
|
|
}
|