* 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>
59 lines
2.3 KiB
C#
59 lines
2.3 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;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
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/// cref="ExplosionSystem.TriggerExplosive"/>.
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/// </summary>
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/// <remarks>
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/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
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/// component still determines the explosion type and other properties.
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/// </remarks>
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[RegisterComponent]
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public sealed class ExplosiveComponent : Component
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{
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/// <summary>
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/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
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/// information (e.g., the light that the explosion gives off).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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/// <summary>
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/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
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/// break chance the explosion can achieve at any given location.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxIntensity")]
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public float MaxIntensity = 4;
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/// <summary>
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/// How quickly the intensity drops off as you move away from the epicenter.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensitySlope")]
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public float IntensitySlope = 1;
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/// <summary>
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/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
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/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
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/// </summary>
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/// <remarks>
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/// This number can be overridden by passing optional argument to <see
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/// cref="ExplosionSystem.TriggerExplosive"/>.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("totalIntensity")]
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public float TotalIntensity = 10;
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/// <summary>
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/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
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/// </summary>
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public bool Exploded;
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}
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