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>
This commit is contained in:
@@ -25,7 +25,7 @@ namespace Content.Shared.Damage
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent()]
|
||||
[Friend(typeof(DamageableSystem))]
|
||||
public sealed class DamageableComponent : Component, IRadiationAct, IExAct
|
||||
public sealed class DamageableComponent : Component, IRadiationAct
|
||||
{
|
||||
/// <summary>
|
||||
/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
|
||||
@@ -92,27 +92,6 @@ namespace Content.Shared.Damage
|
||||
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
|
||||
}
|
||||
|
||||
// TODO EXPLOSION Remove this.
|
||||
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
|
||||
{
|
||||
var damageValue = eventArgs.Severity switch
|
||||
{
|
||||
ExplosionSeverity.Light => FixedPoint2.New(20),
|
||||
ExplosionSeverity.Heavy => FixedPoint2.New(60),
|
||||
ExplosionSeverity.Destruction => FixedPoint2.New(250),
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
// Explosion should really just be a damage group instead of a list of types.
|
||||
DamageSpecifier damage = new();
|
||||
foreach (var typeID in ExplosionDamageTypeIDs)
|
||||
{
|
||||
damage.DamageDict.Add(typeID, damageValue);
|
||||
}
|
||||
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
||||
Reference in New Issue
Block a user