Juice that makes you go boom (#34730)

* Juice that makes you go boom

* moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!)

* removed JASON!!!! JASOOON!!! JASON!!!

* don't do commits at 1am

* Update fun.yml

fix ident

* no more bullying the server (only 1 explosion)
This commit is contained in:
Velken
2025-01-30 08:34:32 -03:00
committed by GitHub
parent 036bf9e857
commit c360a97e3b
2 changed files with 27 additions and 6 deletions

View File

@@ -15,7 +15,6 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
[JsonIgnore]
public string ExplosionType = default!;
/// <summary>
@@ -23,14 +22,12 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
/// chance.
/// </summary>
[DataField]
[JsonIgnore]
public float MaxIntensity = 5;
/// <summary>
/// How quickly intensity drops off as you move away from the epicenter
/// </summary>
[DataField]
[JsonIgnore]
public float IntensitySlope = 1;
/// <summary>
@@ -41,15 +38,20 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
/// </remarks>
[DataField]
[JsonIgnore]
public float MaxTotalIntensity = 100;
/// <summary>
/// The intensity of the explosion per unit reaction.
/// </summary>
[DataField]
[JsonIgnore]
public float IntensityPerUnit = 1;
/// <summary>
/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
/// explosives that don't space tiles, without having to create a new explosion-type prototype.
/// </summary>
[DataField]
public float TileBreakScale = 1f;
public override bool ShouldLog => true;
@@ -72,6 +74,7 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
ExplosionType,
intensity,
IntensitySlope,
MaxIntensity);
MaxIntensity,
TileBreakScale);
}
}