@@ -1,9 +1,7 @@
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Explosion;
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using Content.Shared.Nuke;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Nuke
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{
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@@ -38,6 +36,13 @@ namespace Content.Server.Nuke
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[DataField("diskSlot")]
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public ItemSlot DiskSlot = new();
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/// <summary>
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/// Annihilation radius in which all human players will be gibed
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/// </summary>
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[DataField("blastRadius")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int BlastRadius = 200;
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/// <summary>
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/// After this time nuke will play last alert sound
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/// </summary>
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@@ -62,48 +67,6 @@ namespace Content.Server.Nuke
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[DataField("disarmSound")]
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public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
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// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
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// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
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// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
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// the nuke.
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#region ExplosiveComponent
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/// <summary>
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/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
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/// information (e.g., the light that the explosion gives off).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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/// <summary>
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/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
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/// break chance the explosion can achieve at any given location.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxIntensity")]
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public float MaxIntensity = 100;
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/// <summary>
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/// How quickly the intensity drops off as you move away from the epicenter.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensitySlope")]
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public float IntensitySlope = 5;
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/// <summary>
|
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/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
|
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/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("totalIntensity")]
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public float TotalIntensity = 100000;
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/// <summary>
|
||||
/// Avoid somehow double-triggering this explosion.
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||||
/// </summary>
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public bool Exploded;
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#endregion
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|
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/// <summary>
|
||||
/// Time until explosion in seconds.
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user