* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
31 lines
1.2 KiB
C#
31 lines
1.2 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Component that provides entities with explosion resistance.
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/// </summary>
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/// <remarks>
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/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
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/// significantly reduce the damage, but shouldn't be silly overpowered in regular combat.
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/// </remarks>
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[RegisterComponent]
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[Friend(typeof(ExplosionSystem))]
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public sealed class ExplosionResistanceComponent : Component
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{
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/// <summary>
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/// The resistance values for this component, This fraction is added to the total resistance.
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/// </summary>
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[DataField("resistance")]
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public float GlobalResistance = 0;
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/// <summary>
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/// Like <see cref="GlobalResistance"/>, but specified specific to each explosion type for more customizability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("resistances", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<float, ExplosionPrototype>))]
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public Dictionary<string, float> Resistances = new();
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}
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