Files
tbd-station-14/Content.Server/Chemistry/ReactionEffects/ExplosionReactionEffect.cs
2022-05-13 15:35:13 +10:00

69 lines
2.5 KiB
C#

using System.Text.Json.Serialization;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Chemistry.ReactionEffects
{
[DataDefinition]
public sealed class ExplosionReactionEffect : ReagentEffect
{
/// <summary>
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
[JsonIgnore]
public string ExplosionType = default!;
/// <summary>
/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
/// chance.
/// </summary>
[DataField("maxIntensity")]
[JsonIgnore]
public float MaxIntensity = 5;
/// <summary>
/// How quickly intensity drops off as you move away from the epicenter
/// </summary>
[DataField("intensitySlope")]
[JsonIgnore]
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("maxTotalIntensity")]
[JsonIgnore]
public float MaxTotalIntensity = 100;
/// <summary>
/// The intensity of the explosion per unit reaction.
/// </summary>
[DataField("intensityPerUnit")]
[JsonIgnore]
public float IntensityPerUnit = 1;
public override bool ShouldLog => true;
public override LogImpact LogImpact => LogImpact.High;
public override void Effect(ReagentEffectArgs args)
{
var intensity = MathF.Min((float) args.Quantity * IntensityPerUnit, MaxTotalIntensity);
EntitySystem.Get<ExplosionSystem>().QueueExplosion(
args.SolutionEntity,
ExplosionType,
intensity,
IntensitySlope,
MaxIntensity);
}
}
}