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", ("chance", Probability));
public override LogImpact? Impact => LogImpact.High;
}