move TriggerExplosion to shared (#30227)

* move component to shared

* add fake systems

* update server explosion system and remove duplicate transform query

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-09-19 00:01:40 +00:00
committed by GitHub
parent 84062da128
commit 1c839da604
11 changed files with 52 additions and 53 deletions

View File

@@ -0,0 +1,86 @@
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components;
/// <summary>
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// </summary>
/// <remarks>
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
/// component still determines the explosion type and other properties.
/// </remarks>
[RegisterComponent, Access(typeof(SharedExplosionSystem))]
public sealed partial class ExplosiveComponent : Component
{
/// <summary>
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
/// information (e.g., the light that the explosion gives off).
/// </summary>
[DataField(required: true)]
public ProtoId<ExplosionPrototype> ExplosionType = default!;
/// <summary>
/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
/// </summary>
[DataField]
public float MaxIntensity = 4;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[DataField]
public float IntensitySlope = 1;
/// <summary>
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
/// </summary>
/// <remarks>
/// This number can be overridden by passing optional argument to <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// </remarks>
[DataField]
public float TotalIntensity = 10;
/// <summary>
/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
/// explosives that don't space tiles, without having to create a new explosion-type prototype.
/// </summary>
[DataField]
public float TileBreakScale = 1f;
/// <summary>
/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
/// tile twice will generally result in a vacuum.
/// </summary>
[DataField]
public int MaxTileBreak = int.MaxValue;
/// <summary>
/// Whether this explosive should be able to create a vacuum by breaking tiles.
/// </summary>
[DataField]
public bool CanCreateVacuum = true;
/// <summary>
/// An override for whether or not the entity should be deleted after it explodes.
/// If null, the system calling the explode method handles it.
/// </summary>
[DataField]
public bool? DeleteAfterExplosion;
/// <summary>
/// Whether to not set <see cref="Exploded"/> to true, allowing it to explode multiple times.
/// This should never be used if it is damageable.
/// </summary>
[DataField]
public bool Repeatable;
/// <summary>
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
/// </summary>
public bool Exploded;
}