Reduce resolve and cut more corners in destructible (#6741)
This commit is contained in:
@@ -1,12 +1,12 @@
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using Content.Server.Construction;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared.Acts;
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using Content.Shared.Damage;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Destructible
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@@ -21,6 +21,9 @@ namespace Content.Server.Destructible
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[Dependency] public readonly AudioSystem AudioSystem = default!;
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[Dependency] public readonly ConstructionSystem ConstructionSystem = default!;
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[Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
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[Dependency] public readonly StackSystem StackSystem = default!;
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[Dependency] public readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] public readonly IComponentFactory ComponentFactory = default!;
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public override void Initialize()
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{
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@@ -1,11 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Stack;
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using Content.Shared.Prototypes;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Destructible.Thresholds.Behaviors
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{
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@@ -26,6 +20,8 @@ namespace Content.Server.Destructible.Thresholds.Behaviors
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{
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var position = system.EntityManager.GetComponent<TransformComponent>(owner).MapPosition;
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var getRandomVector = () => new Vector2(system.Random.NextFloat(-Offset, Offset), system.Random.NextFloat(-Offset, Offset));
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foreach (var (entityId, minMax) in Spawn)
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{
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var count = minMax.Min >= minMax.Max
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@@ -34,19 +30,16 @@ namespace Content.Server.Destructible.Thresholds.Behaviors
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if (count == 0) continue;
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if (EntityPrototypeHelpers.HasComponent<StackComponent>(entityId))
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if (EntityPrototypeHelpers.HasComponent<StackComponent>(entityId, system.PrototypeManager, system.ComponentFactory))
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{
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var spawned = system.EntityManager.SpawnEntity(entityId, position);
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var stack = IoCManager.Resolve<IEntityManager>().GetComponent<StackComponent>(spawned);
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EntitySystem.Get<StackSystem>().SetCount(spawned, count, stack);
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spawned.RandomOffset(Offset);
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var spawned = system.EntityManager.SpawnEntity(entityId, position.Offset(getRandomVector()));
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system.StackSystem.SetCount(spawned, count);
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}
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else
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{
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for (var i = 0; i < count; i++)
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{
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var spawned = system.EntityManager.SpawnEntity(entityId, position);
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spawned.RandomOffset(Offset);
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system.EntityManager.SpawnEntity(entityId, position.Offset(getRandomVector()));
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}
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}
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}
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@@ -59,6 +59,12 @@
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damageModifierSet: Metallic
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 100
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 15
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@@ -89,6 +95,12 @@
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sprite: Structures/Furniture/Tables/reinforced.rsi
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 200
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 75
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@@ -165,6 +177,12 @@
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Blunt: 40
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 100
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 20
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@@ -207,6 +225,12 @@
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Blunt: 100
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 200
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 50
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@@ -244,6 +268,12 @@
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damageModifierSet: Wood
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 100
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 15
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@@ -35,6 +35,12 @@
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- MobImpassable
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 300
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behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 100
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@@ -45,6 +45,12 @@
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damageModifierSet: Metallic
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 200
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behaviors: #excess damage, don't spawn entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 50
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@@ -198,6 +204,12 @@
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damageContainer: Inorganic
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 100
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behaviors: #excess damage, don't spawn entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 25
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@@ -33,6 +33,12 @@
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damageModifierSet: Metallic
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 200
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behaviors: #excess damage, don't spawn entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 50
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@@ -13,6 +13,12 @@
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damageModifierSet: Glass
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 1000
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behaviors: #excess damage, don't spawn entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 600
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@@ -66,6 +72,12 @@
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node: plasmaReinforcedWindowDirectional
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 1000
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behaviors: #excess damage, don't spawn entities.
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 600
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@@ -131,6 +131,12 @@
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messages: WindowMessages
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 150 #excess damage (nuke?). avoid computational cost of spawning entities.
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behaviors:
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- trigger:
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!type:DamageTrigger
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damage: 50
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