* 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>
86 lines
2.3 KiB
C#
86 lines
2.3 KiB
C#
using Content.Shared.Inventory;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Explosion;
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/// <summary>
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/// Raised directed at an entity to determine its explosion resistance, probably right before it is about to be
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/// damaged by one.
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/// </summary>
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public sealed class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRelayEvent
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{
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/// <summary>
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/// Can be set to whatever, but currently is being additively increased by components & clothing. So think twice
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/// before multiplying or directly setting this.
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/// </summary>
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public float Resistance = 0;
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public readonly string ExplotionPrototype;
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SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
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public GetExplosionResistanceEvent(string id)
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{
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ExplotionPrototype = id;
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}
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}
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/// <summary>
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/// An explosion event. Used for client side rendering.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class ExplosionEvent : EntityEventArgs
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{
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public MapCoordinates Epicenter;
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public Dictionary<int, List<Vector2i>>? SpaceTiles;
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public Dictionary<GridId, Dictionary<int, List<Vector2i>>> Tiles;
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public List<float> Intensity;
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public string TypeID;
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public Matrix3 SpaceMatrix;
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public int ExplosionId;
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public ushort SpaceTileSize;
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public ExplosionEvent(
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int explosionId,
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MapCoordinates epicenter,
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string typeID,
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List<float> intensity,
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Dictionary<int, List<Vector2i>>? spaceTiles,
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Dictionary<GridId, Dictionary<int, List<Vector2i>>> tiles,
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Matrix3 spaceMatrix,
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ushort spaceTileSize)
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{
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Epicenter = epicenter;
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SpaceTiles = spaceTiles;
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Tiles = tiles;
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Intensity = intensity;
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TypeID = typeID;
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SpaceMatrix = spaceMatrix;
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ExplosionId = explosionId;
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SpaceTileSize = spaceTileSize;
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}
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}
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/// <summary>
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/// Update visual rendering of the explosion to correspond to the servers processing of it.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class ExplosionOverlayUpdateEvent : EntityEventArgs
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{
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public int Index;
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public int ExplosionId;
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public ExplosionOverlayUpdateEvent(int explosionId, int index)
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{
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Index = index;
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ExplosionId = explosionId;
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}
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}
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