@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user