using Content.Shared.Database; using Content.Shared.Explosion; using Robust.Shared.Prototypes; namespace Content.Shared.EntityEffects.Effects.Transform; /// public sealed partial class ExplosionEffect : EntityEffectBase { /// /// The type of explosion. Determines damage types and tile break chance scaling. /// [DataField(required: true)] public ProtoId ExplosionType; /// /// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break /// chance. /// [DataField] public float MaxIntensity = 5; /// /// How quickly intensity drops off as you move away from the epicenter /// [DataField] public float IntensitySlope = 1; /// /// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people /// from creating a nuke by collecting enough potassium and water. /// /// /// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles. /// [DataField] public float MaxTotalIntensity = 100; /// /// The intensity of the explosion per unit reaction. /// [DataField] public float IntensityPerUnit = 1; /// /// 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; public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString("entity-effect-guidebook-explosion-reaction-effect", ("chance", Probability)); public override bool ShouldLog => true; public override LogImpact LogImpact => LogImpact.High; }