using Content.Shared.Damage;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Explosion;
///
/// Explosion Prototype. Determines damage, tile break probabilities, and visuals.
///
///
/// Does not currently support prototype hot-reloading. The explosion-intensity required to destroy airtight
/// entities is evaluated and stored by the explosion system. Adding or removing a prototype would require updating
/// that map of airtight entities. This could be done, but is just not yet implemented.
///
[Prototype]
public sealed partial class ExplosionPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
///
/// Damage to deal to entities. This is scaled by the explosion intensity.
///
[DataField("damagePerIntensity", required: true)]
public DamageSpecifier DamagePerIntensity = default!;
///
/// Amount of firestacks to apply in addition to igniting.
///
[DataField]
public float? FireStacks;
///
/// This set of points, together with define a function that maps the
/// explosion intensity to a tile break chance via linear interpolation.
///
[DataField("tileBreakChance")]
public float[] _tileBreakChance = { 0f, 1f };
///
/// This set of points, together with define a function that maps the
/// explosion intensity to a tile break chance via linear interpolation.
///
[DataField("tileBreakIntensity")]
public float[] _tileBreakIntensity = { 0f, 15f };
///
/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
/// break the tile a second time. This is repeated until a roll fails or the tile has become space.
///
///
/// If this number is too small, even relatively weak explosions can have a non-zero
/// chance to create a space tile.
///
[DataField("tileBreakRerollReduction")]
public float TileBreakRerollReduction = 10f;
///
/// Color emitted by a point light at the center of the explosion.
///
[DataField("lightColor")]
public Color LightColor = Color.Orange;
///
/// Color used to modulate the fire texture.
///
[DataField("fireColor")]
public Color? FireColor;
///
/// If an explosion finishes in less than this many iterations, play a small sound instead.
///
///
/// This value is tuned such that a minibomb is considered small, but just about anything larger is normal
///
[DataField("smallSoundIterationThreshold")]
public int SmallSoundIterationThreshold = 6;
///
/// How far away another explosion in the same tick can be and be combined.
/// Total intensity is added to the original queued explosion.
///
[DataField]
public float MaxCombineDistance = 1f;
[DataField("sound")]
public SoundSpecifier Sound = new SoundCollectionSpecifier("Explosion");
[DataField("smallSound")]
public SoundSpecifier SmallSound = new SoundCollectionSpecifier("ExplosionSmall");
[DataField("soundFar")]
public SoundSpecifier SoundFar = new SoundCollectionSpecifier("ExplosionFar", AudioParams.Default.WithVolume(2f));
[DataField("smallSoundFar")]
public SoundSpecifier SmallSoundFar = new SoundCollectionSpecifier("ExplosionSmallFar", AudioParams.Default.WithVolume(2f));
[DataField("texturePath")]
public ResPath TexturePath = new("/Textures/Effects/fire.rsi");
///
/// How intense does the explosion have to be at a tile to advance to the next fire texture state?
///
[DataField("intensityPerState")]
public float IntensityPerState = 12;
// Theres probably a better way to do this. Currently Atmos just hard codes a constant int, so I have no one to
// steal code from.
[DataField("fireStates")]
public int FireStates = 3;
///
/// Basic function for linear interpolation of the _tileBreakChance and _tileBreakIntensity arrays
///
public float TileBreakChance(float intensity)
{
if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
return _tileBreakChance[^1];
if (intensity <= _tileBreakIntensity[0])
return _tileBreakChance[0];
var i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
}
}