lower max firestacks to 10, refactor flammable (#27159)

* lower max firestacks to 10, refactor flammable

* fix

* uncap fire stack damage, lower fire stack damage
This commit is contained in:
Whisper
2024-04-23 07:30:01 -04:00
committed by GitHub
parent 2f0c02ef35
commit eee056eaf0
4 changed files with 34 additions and 24 deletions

View File

@@ -11,49 +11,65 @@ namespace Content.Server.Atmos.Components
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool OnFire { get; set; }
public bool OnFire;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FireStacks { get; set; }
public float FireStacks;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
[DataField]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
[DataField]
public bool CanResistFire { get; private set; } = false;
[DataField("damage", required: true)]
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary>
[DataField("flammableCollisionShape")]
[DataField]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary>
/// Should the component be set on fire by interactions with isHot entities
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("alwaysCombustible")]
[DataField]
public bool AlwaysCombustible = false;
/// <summary>
/// Can the component anyhow lose its FireStacks?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canExtinguish")]
[DataField]
public bool CanExtinguish = true;
/// <summary>
/// How many firestacks should be applied to component when being set on fire?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("firestacksOnIgnite")]
[DataField]
public float FirestacksOnIgnite = 2.0f;
/// <summary>