* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
60 lines
2.4 KiB
C#
60 lines
2.4 KiB
C#
using Content.Server.Explosion.EntitySystems;
|
|
using Content.Shared.Explosion;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
|
|
namespace Content.Server.Explosion.Components;
|
|
|
|
/// <summary>
|
|
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
|
|
/// cref="ExplosionSystem.TriggerExplosive"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
|
|
/// component still determines the explosion type and other properties.
|
|
/// </remarks>
|
|
[RegisterComponent]
|
|
public sealed class ExplosiveComponent : Component
|
|
{
|
|
public override string Name => "Explosive";
|
|
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
|
|
public string ExplosionType = default!;
|
|
|
|
/// <summary>
|
|
/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
|
|
/// break chance the explosion can achieve at any given location.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("maxIntensity")]
|
|
public float MaxIntensity = 4;
|
|
|
|
/// <summary>
|
|
/// How quickly the intensity drops off as you move away from the epicenter.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("intensitySlope")]
|
|
public float IntensitySlope = 1;
|
|
|
|
/// <summary>
|
|
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
|
|
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This number can be overridden by passing optional argument to <see
|
|
/// cref="ExplosionSystem.TriggerExplosive"/>.
|
|
/// </remarks>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("totalIntensity")]
|
|
public float TotalIntensity = 10;
|
|
|
|
/// <summary>
|
|
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from it's own explosion.
|
|
/// </summary>
|
|
public bool Exploded;
|
|
}
|