Files
tbd-station-14/Content.Shared/Explosion/ExplosionPrototype.cs
Moony 4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00

90 lines
3.4 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Sound;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion;
[Prototype("explosion")]
public sealed class ExplosionPrototype : IPrototype
{
[DataField("id", required: true)]
public string ID { get; } = default!;
/// <summary>
/// Damage to deal to entities. This is scaled by the explosion intensity.
/// </summary>
[DataField("damagePerIntensity", required: true)]
public readonly DamageSpecifier DamagePerIntensity = default!;
/// <summary>
/// This set of points, together with <see cref="_tileBreakIntensity"/> define a function that maps the
/// explosion intensity to a tile break chance via linear interpolation.
/// </summary>
[DataField("tileBreakChance")]
private readonly float[] _tileBreakChance = { 0f, 1f };
/// <summary>
/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
/// explosion intensity to a tile break chance via linear interpolation.
/// </summary>
[DataField("tileBreakIntensity")]
private readonly float[] _tileBreakIntensity = {0f, 15f };
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// If this number is too small, even relatively weak explosions can have a non-zero
/// chance to create a space tile.
/// </remarks>
[DataField("tileBreakRerollReduction")]
public readonly float TileBreakRerollReduction = 10f;
/// <summary>
/// Color emitted by a point light at the center of the explosion.
/// </summary>
[DataField("lightColor")]
public readonly Color LightColor = Color.Orange;
/// <summary>
/// Color used to modulate the fire texture.
/// </summary>
[DataField("fireColor")]
public readonly Color? FireColor;
[DataField("Sound")]
public readonly SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
[DataField("texturePath")]
public readonly string TexturePath = "/Textures/Effects/fire.rsi";
// 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 readonly int FireStates = 3;
/// <summary>
/// Basic function for linear interpolation of _tileBreakChance and _tileBreakIntensity
/// </summary>
public float TileBreakChance(float intensity)
{
if (_tileBreakChance.Length == 0 || _tileBreakChance.Length != _tileBreakIntensity.Length)
{
Logger.Error($"Malformed tile break chance definitions for explosion prototype: {ID}");
return 0;
}
if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
return _tileBreakChance[^1];
if (intensity <= _tileBreakIntensity[0])
return _tileBreakChance[0];
int 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]);
}
}