Explosion resistance is now predicted! (#30654)
* First commit * Added Network and access
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Explosion.Components;
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/// <summary>
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/// Component that provides entities with explosion resistance.
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/// By default this is applied when worn, but to solely protect the entity itself and
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/// not the wearer use <c>worn: false</c>.
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/// </summary>
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/// <remarks>
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/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
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/// significantly reduce the damage, but shouldn't be silly overpowered in regular combat.
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/// </remarks>
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[NetworkedComponent, RegisterComponent]
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[Access(typeof(SharedExplosionSystem))]
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public sealed partial class ExplosionResistanceComponent : Component
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{
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/// <summary>
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/// The explosive resistance coefficient, This fraction is multiplied into the total resistance.
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/// </summary>
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[DataField("damageCoefficient")]
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public float DamageCoefficient = 1;
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/// <summary>
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/// When true, resistances will be applied to the entity wearing this item.
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/// When false, only this entity will get th resistance.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Worn = true;
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/// <summary>
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/// Examine string for explosion resistance.
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/// Passed <c>value</c> from 0 to 100.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public LocId Examine = "explosion-resistance-coefficient-value";
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/// <summary>
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/// Modifiers specific to each explosion type for more customizability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("modifiers", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<float, ExplosionPrototype>))]
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public Dictionary<string, float> Modifiers = new();
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}
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