2022-12-19 18:47:15 -08:00
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using Robust.Shared.GameStates;
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using Content.Shared.Singularity.EntitySystems;
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2023-07-30 20:47:44 +10:00
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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2022-12-19 18:47:15 -08:00
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namespace Content.Shared.Singularity.Components;
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/// <summary>
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/// A component that makes the associated entity destroy other within some distance of itself.
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/// Also makes the associated entity destroy other entities upon contact.
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/// Primarily managed by <see cref="SharedEventHorizonSystem"/> and its server/client versions.
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/// </summary>
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2023-07-19 01:01:27 -07:00
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[Access(friends: typeof(SharedEventHorizonSystem))]
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2024-02-26 04:36:19 +01:00
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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2023-08-22 18:14:33 -07:00
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public sealed partial class EventHorizonComponent : Component
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{
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/// <summary>
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/// The radius of the event horizon within which it will destroy all entities and tiles.
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2023-01-19 03:56:45 +01:00
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/// If < 0.0 this behavior will not be active.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetRadius"/>.
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/// </summary>
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[DataField("radius")]
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public float Radius;
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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
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-12-28 16:11:50 +03:00
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/// <summary>
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/// involves periodically destroying tiles within a specified radius
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/// </summary>
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[DataField]
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public bool ConsumeTiles = true;
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/// <summary>
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/// involves periodically destroying entities within a specified radius. Does not affect collide destruction of entities.
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/// </summary>
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[DataField]
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public bool ConsumeEntities = true;
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/// <summary>
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/// Whether the event horizon can consume/destroy the devices built to contain it.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetCanBreachContainment"/>.
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/// </summary>
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[DataField("canBreachContainment")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanBreachContainment = false;
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("consumerFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ConsumerFixtureId = "EventHorizonConsumer";
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("colliderFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ColliderFixtureId = "EventHorizonCollider";
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/// <summary>
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/// Whether the entity this event horizon is attached to is being consumed by another event horizon.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public bool BeingConsumedByAnotherEventHorizon = false;
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between this event horizon consuming everything it overlaps with.
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/// </summary>
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[DataField("consumePeriod")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan TargetConsumePeriod = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// The next time at which this consumed everything it overlapped with.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly), DataField("nextConsumeWaveTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextConsumeWaveTime;
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#endregion Update Timing
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}
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