* meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2.
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using Content.Server.StationEvents.Events;
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using Content.Shared.Destructible.Thresholds;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationEvents.Components;
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[RegisterComponent, Access(typeof(MeteorSwarmSystem)), AutoGenerateComponentPause]
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public sealed partial class MeteorSwarmComponent : Component
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{
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[DataField, AutoPausedField]
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public TimeSpan NextWaveTime;
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/// <summary>
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/// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
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/// </summary>
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[DataField]
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public int WaveCounter;
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[DataField]
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public float MeteorVelocity = 10f;
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/// <summary>
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/// If true, meteors will be thrown from all angles instead of from a singular source
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/// </summary>
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[DataField]
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public bool NonDirectional;
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/// <summary>
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/// The announcement played when a meteor swarm begins.
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/// </summary>
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[DataField]
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public LocId? Announcement = "station-event-meteor-swarm-start-announcement";
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[DataField]
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public SoundSpecifier? AnnouncementSound = new SoundPathSpecifier("/Audio/Announcements/meteors.ogg")
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{
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Params = new()
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{
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Volume = -4
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}
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};
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/// <summary>
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/// Each meteor entity prototype and their corresponding weight in being picked.
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/// </summary>
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[DataField]
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public Dictionary<EntProtoId, float> Meteors = new();
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[DataField]
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public MinMax Waves = new(3, 3);
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[DataField]
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public MinMax MeteorsPerWave = new(3, 4);
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[DataField]
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public MinMax WaveCooldown = new (10, 60);
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}
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