Revert "Explosion refactor TEST MERG (#6995)" (#7005)

This commit is contained in:
Leon Friedrich
2022-03-06 06:02:34 +13:00
committed by GitHub
parent cd1902cdf2
commit c95516e5b2
71 changed files with 766 additions and 3964 deletions

View File

@@ -1,59 +1,34 @@
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.Destructible.Thresholds.Behaviors;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components;
/// <summary>
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// </summary>
/// <remarks>
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
/// component still determines the explosion type and other properties.
/// </remarks>
[RegisterComponent]
public sealed class ExplosiveComponent : Component
namespace Content.Server.Explosion.Components
{
public override string Name => "Explosive";
/// <summary>
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
/// information (e.g., the light that the explosion gives off).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
public string ExplosionType = default!;
/// <summary>
/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxIntensity")]
public float MaxIntensity = 4;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
public float IntensitySlope = 1;
/// <summary>
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
/// Specifies an explosion range should this entity be exploded.
/// </summary>
/// <remarks>
/// This number can be overridden by passing optional argument to <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// Explosions can be caused by:
/// <list type="bullet">
/// <item>Reaching a damage threshold that causes a <see cref="ExplodeBehavior"/></item>
/// <item>Being triggered via the <see cref="ExplodeOnTriggerComponent"/></item>
/// <item>Manually by some other system via functions in <see cref="ExplosionHelper"/> (for example, chemistry's
/// <see cref="ExplosionReactionEffect"/>).</item>
/// </list>
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 10;
[RegisterComponent]
public sealed class ExplosiveComponent : Component
{
[DataField("devastationRange")]
public int DevastationRange;
[DataField("heavyImpactRange")]
public int HeavyImpactRange;
[DataField("lightImpactRange")]
public int LightImpactRange;
[DataField("flashRange")]
public int FlashRange;
/// <summary>
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from it's own explosion.
/// </summary>
public bool Exploded;
public bool Exploding { get; set; } = false;
}
}