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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@@ -5,7 +5,6 @@ using Content.Shared.MobState.Components;
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using Content.Shared.Pointing.Components;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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@@ -19,8 +18,7 @@ namespace Content.Server.Pointing.EntitySystems
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internal sealed class RoguePointingSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly ExplosionSystem _explosion = default!;
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public override void Initialize()
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{
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@@ -103,10 +101,7 @@ namespace Content.Server.Pointing.EntitySystems
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{
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return;
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}
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_explosions.SpawnExplosion(uid, 0, 2, 1, 1);
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SoundSystem.Play(Filter.Pvs(uid, entityManager: EntityManager), component.ExplosionSound.GetSound(), uid);
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_explosion.QueueExplosion(uid, ExplosionSystem.DefaultExplosionPrototypeId, 50, 3, 10);
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EntityManager.QueueDeleteEntity(uid);
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}
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}
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