Files
tbd-station-14/Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs
pathetic meowmeow bf41de18aa Move entity effects definitions to shared (#35614)
* Move entity effects to shared

* relocate spawning to server

* Generic version of EntityEffect for just raising event.

* genericise everything

* oops forgot to push you

* some condensation

* finish rebas

* unwhite the space

* oops forgot nuke

* bad rebase fix

* useless annotations begone

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Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-05-23 12:32:22 -04:00

60 lines
2.2 KiB
C#

using Content.Shared.Database;
using Content.Shared.Explosion;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using System.Text.Json.Serialization;
namespace Content.Shared.EntityEffects.Effects;
[DataDefinition]
public sealed partial class ExplosionReactionEffect : EventEntityEffect<ExplosionReactionEffect>
{
/// <summary>
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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]
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 bool ShouldLog => true;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-explosion-reaction-effect", ("chance", Probability));
public override LogImpact LogImpact => LogImpact.High;
}