Explosion refactor (#5230)
* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,10 +1,10 @@
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using Content.Server.Chat.Managers;
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using Content.Server.Construction.Components;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Popups;
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using Content.Server.UserInterface;
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using Content.Shared.Audio;
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using Content.Shared.Body.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Nuke;
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using Content.Shared.Sound;
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@@ -19,7 +19,7 @@ namespace Content.Server.Nuke
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[Dependency] private readonly NukeCodeSystem _codes = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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public override void Initialize()
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@@ -388,19 +388,16 @@ namespace Content.Server.Nuke
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if (!Resolve(uid, ref component, ref transform))
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return;
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// gib anyone in a blast radius
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// its lame, but will work for now
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var pos = transform.Coordinates;
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var ents = _lookup.GetEntitiesInRange(pos, component.BlastRadius);
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foreach (var ent in ents)
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{
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var entUid = ent;
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if (!EntityManager.EntityExists(entUid))
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continue;
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if (component.Exploded)
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return;
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if (EntityManager.TryGetComponent(entUid, out SharedBodyComponent? body))
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body.Gib();
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}
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component.Exploded = true;
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_explosions.QueueExplosion(uid,
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component.ExplosionType,
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component.TotalIntensity,
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component.IntensitySlope,
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component.MaxIntensity);
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EntityManager.DeleteEntity(uid);
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}
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