using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components;
///
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via .
///
///
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
/// component still determines the explosion type and other properties.
///
[RegisterComponent, Access(typeof(SharedExplosionSystem))]
public sealed partial class ExplosiveComponent : Component
{
///
/// 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).
///
[DataField(required: true)]
public ProtoId ExplosionType = default!;
///
/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
///
[DataField]
public float MaxIntensity = 4;
///
/// How quickly the intensity drops off as you move away from the epicenter.
///
[DataField]
public float IntensitySlope = 1;
///
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
/// number (see ).
///
///
/// This number can be overridden by passing optional argument to .
///
[DataField]
public float TotalIntensity = 10;
///
/// 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.
///
[DataField]
public float TileBreakScale = 1f;
///
/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
/// tile twice will generally result in a vacuum.
///
[DataField]
public int MaxTileBreak = int.MaxValue;
///
/// Whether this explosive should be able to create a vacuum by breaking tiles.
///
[DataField]
public bool CanCreateVacuum = true;
///
/// An override for whether or not the entity should be deleted after it explodes.
/// If null, the system calling the explode method handles it.
///
[DataField]
public bool? DeleteAfterExplosion;
///
/// Whether to not set to true, allowing it to explode multiple times.
/// This should never be used if it is damageable.
///
[DataField]
public bool Repeatable;
///
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
///
public bool Exploded;
}