Files
tbd-station-14/Content.Server/Nuke/NukeComponent.cs
Leon Friedrich 56168e592e Explosion refactor (#5230)
* 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>
2022-03-31 21:39:26 -05:00

140 lines
5.4 KiB
C#

using Content.Shared.Containers.ItemSlots;
using Content.Shared.Explosion;
using Content.Shared.Nuke;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Nuke
{
/// <summary>
/// Nuclear device that can devastate an entire station.
/// Basically a station self-destruction mechanism.
/// To activate it, user needs to insert an authorization disk and enter a secret code.
/// </summary>
[RegisterComponent]
[Friend(typeof(NukeSystem))]
public sealed class NukeComponent : SharedNukeComponent
{
/// <summary>
/// Default bomb timer value in seconds.
/// </summary>
[DataField("timer")]
[ViewVariables(VVAccess.ReadWrite)]
public int Timer = 180;
/// <summary>
/// How long until the bomb can arm again after deactivation.
/// Used to prevent announcements spam.
/// </summary>
[DataField("cooldown")]
public int Cooldown = 30;
/// <summary>
/// The <see cref="ItemSlot"/> that stores the nuclear disk. The entity whitelist, sounds, and some other
/// behaviours are specified by this <see cref="ItemSlot"/> definition. Make sure the whitelist, is correct
/// otherwise a blank bit of paper will work as a "disk".
/// </summary>
[DataField("diskSlot")]
public ItemSlot DiskSlot = new();
/// <summary>
/// After this time nuke will play last alert sound
/// </summary>
[DataField("alertTime")]
public float AlertSoundTime = 10.0f;
[DataField("keypadPressSound")]
public SoundSpecifier KeypadPressSound = new SoundPathSpecifier("/Audio/Machines/Nuke/general_beep.ogg");
[DataField("accessGrantedSound")]
public SoundSpecifier AccessGrantedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/confirm_beep.ogg");
[DataField("accessDeniedSound")]
public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg");
[DataField("alertSound")]
public SoundSpecifier AlertSound = new SoundPathSpecifier("/Audio/Machines/Nuke/nuke_alarm.ogg");
[DataField("armSound")]
public SoundSpecifier ArmSound = new SoundPathSpecifier("/Audio/Misc/notice1.ogg");
[DataField("disarmSound")]
public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
// the nuke.
#region ExplosiveComponent
/// <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 = 100;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
public float IntensitySlope = 5;
/// <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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 100000;
/// <summary>
/// Avoid somehow double-triggering this explosion.
/// </summary>
public bool Exploded;
#endregion
/// <summary>
/// Time until explosion in seconds.
/// </summary>
[ViewVariables]
public float RemainingTime;
/// <summary>
/// Time until bomb cooldown will expire in seconds.
/// </summary>
[ViewVariables]
public float CooldownTime;
/// <summary>
/// Current nuclear code buffer. Entered manually by players.
/// If valid it will allow arm/disarm bomb.
/// </summary>
[ViewVariables]
public string EnteredCode = "";
/// <summary>
/// Current status of a nuclear bomb.
/// </summary>
[ViewVariables]
public NukeStatus Status = NukeStatus.AWAIT_DISK;
/// <summary>
/// Check if nuke has already played last alert sound
/// </summary>
public bool PlayedAlertSound = false;
public IPlayingAudioStream? AlertAudioStream = default;
}
}