Tesla (#21124)
* 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
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-12-28 16:11:50 +03:00
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using Content.Shared.Physics;
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2022-09-15 11:49:01 -04:00
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Lightning.Components;
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/// <summary>
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/// Handles how lightning acts and is spawned. Use the ShootLightning method to fire lightning from one user to a target.
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/// </summary>
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2023-08-22 18:14:33 -07:00
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public abstract partial class SharedLightningComponent : Component
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2022-09-15 11:49:01 -04:00
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{
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/// <summary>
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/// Can this lightning arc?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canArc")]
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public bool CanArc;
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/// <summary>
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/// How much should lightning arc in total?
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/// Controls the amount of bolts that will spawn.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxTotalArc")]
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public int MaxTotalArcs = 50;
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/// <summary>
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/// The prototype ID used for arcing bolts. Usually will be the same name as the main proto but it could be flexible.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("lightningPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string LightningPrototype = "Lightning";
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/// <summary>
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/// The target that the lightning will Arc to.
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/// </summary>
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[DataField("arcTarget")]
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2023-05-07 06:30:51 +12:00
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public EntityUid? ArcTarget;
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2022-09-15 11:49:01 -04:00
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/// <summary>
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/// How far should this lightning go?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxLength")]
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public float MaxLength = 5f;
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/// <summary>
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/// List of targets that this collided with already
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/// </summary>
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[DataField("arcTargets")]
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public HashSet<EntityUid> ArcTargets = new();
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/// <summary>
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/// What should this arc to?
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/// </summary>
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[DataField("collisionMask")]
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public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.MachineMask);
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}
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