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)
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Content.Server.Tesla.Components;
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using Content.Server.Lightning;
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using Content.Shared.Power;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// The component changes the visual of an object after it is struck by lightning
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/// </summary>
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public sealed class LightningSparkingSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningSparkingComponent, HitByLightningEvent>(OnHitByLightning);
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SubscribeLocalEvent<LightningSparkingComponent, EntityUnpausedEvent>(OnLightningUnpaused);
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}
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private void OnLightningUnpaused(EntityUid uid, LightningSparkingComponent component, ref EntityUnpausedEvent args)
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{
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component.LightningEndTime += args.PausedTime;
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}
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private void OnHitByLightning(Entity<LightningSparkingComponent> uid, ref HitByLightningEvent args)
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{
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_appearance.SetData(uid.Owner, TeslaCoilVisuals.Lightning, true);
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uid.Comp.LightningEndTime = _gameTiming.CurTime + TimeSpan.FromSeconds(uid.Comp.LightningTime);
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uid.Comp.IsSparking = true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightningSparkingComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (!component.IsSparking)
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continue;
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if (component.LightningEndTime < _gameTiming.CurTime)
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{
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_appearance.SetData(uid, TeslaCoilVisuals.Lightning, false);
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component.IsSparking = false;
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}
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}
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}
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}
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