Files
tbd-station-14/Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs
2025-10-23 10:33:30 +00:00

58 lines
2.0 KiB
C#

using Content.Shared.Database;
using Content.Shared.Explosion;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Transform;
/// <inheritdoc cref="EntityEffect"/>
/// <seealso cref="ExplodeEffect">
public sealed partial class ExplosionEffect : EntityEffectBase<ExplosionEffect>
{
/// <summary>
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField(required: true)]
public ProtoId<ExplosionPrototype> ExplosionType;
/// <summary>
/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
/// chance.
/// </summary>
[DataField]
public float MaxIntensity = 5;
/// <summary>
/// How quickly intensity drops off as you move away from the epicenter
/// </summary>
[DataField]
public float IntensitySlope = 1;
/// <summary>
/// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people
/// from creating a nuke by collecting enough potassium and water.
/// </summary>
/// <remarks>
/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
/// </remarks>
[DataField]
public float MaxTotalIntensity = 100;
/// <summary>
/// The intensity of the explosion per unit reaction.
/// </summary>
[DataField]
public float IntensityPerUnit = 1;
/// <summary>
/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
/// explosives that don't space tiles, without having to create a new explosion-type prototype.
/// </summary>
[DataField]
public float TileBreakScale = 1f;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-explosion", ("chance", Probability));
public override LogImpact? Impact => LogImpact.High;
}