Explosion refactor TEST MERG (#6995)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
Moony
2022-03-04 13:48:01 -06:00
committed by GitHub
parent 4e203f49d2
commit 4a466f4927
71 changed files with 3958 additions and 760 deletions

View File

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