Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -1,78 +1,68 @@
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using System;
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using System.Text.Json.Serialization;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Content.Shared.Explosion;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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[DataDefinition]
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public sealed class ExplosionReactionEffect : ReagentEffect
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public class ExplosionReactionEffect : ReagentEffect
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{
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[DataField("devastationRange")]
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/// <summary>
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/// The type of explosion. Determines damage types and tile break chance scaling.
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/// </summary>
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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[JsonIgnore]
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private float _devastationRange = 1;
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[DataField("heavyImpactRange")]
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[JsonIgnore]
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private float _heavyImpactRange = 2;
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[DataField("lightImpactRange")]
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[JsonIgnore]
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private float _lightImpactRange = 3;
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[DataField("flashRange")]
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[JsonIgnore]
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private float _flashRange;
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public string ExplosionType = default!;
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/// <summary>
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/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
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/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
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/// chance.
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/// </summary>
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[DataField("scaled")]
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[DataField("maxIntensity")]
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[JsonIgnore]
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private bool _scaled;
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public float MaxIntensity = 5;
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/// <summary>
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/// How quickly intensity drops off as you move away from the epicenter
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/// </summary>
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[DataField("intensitySlope")]
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[JsonIgnore]
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public float IntensitySlope = 1;
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/// <summary>
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/// Maximum scaling on ranges. For example, if it equals 5, then it won't scaled anywhere past
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/// 5 times the minimum reactant amount.
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/// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people
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/// from creating a nuke by collecting enough potassium and water.
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/// </summary>
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[DataField("maxScale")]
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/// <remarks>
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/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
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/// </remarks>
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[DataField("maxTotalIntensity")]
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[JsonIgnore]
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private float _maxScale = 1;
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public float MaxTotalIntensity = 100;
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/// <summary>
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/// The intensity of the explosion per unit reaction.
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/// </summary>
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[DataField("intensityPerUnit")]
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[JsonIgnore]
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public float IntensityPerUnit = 1;
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public override bool ShouldLog => true;
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public override LogImpact LogImpact => LogImpact.High;
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public override void Effect(ReagentEffectArgs args)
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{
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var floatIntensity = (float) args.Quantity;
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var intensity = MathF.Min((float) args.Quantity * IntensityPerUnit, MaxTotalIntensity);
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if (!args.EntityManager.HasComponent<SolutionContainerManagerComponent>(args.SolutionEntity))
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return;
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//Handle scaling
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if (_scaled)
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{
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floatIntensity = MathF.Min(floatIntensity, _maxScale);
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}
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else
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{
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floatIntensity = 1;
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}
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//Calculate intensities
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var finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
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var finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
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var finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
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var finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
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EntitySystem.Get<ExplosionSystem>().SpawnExplosion(args.SolutionEntity, finalDevastationRange,
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finalHeavyImpactRange, finalLightImpactRange, finalFlashRange);
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EntitySystem.Get<ExplosionSystem>().QueueExplosion(
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args.SolutionEntity,
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ExplosionType,
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intensity,
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IntensitySlope,
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MaxIntensity);
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}
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}
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}
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