* Juice that makes you go boom * moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!) * removed JASON!!!! JASOOON!!! JASON!!! * don't do commits at 1am * Update fun.yml fix ident * no more bullying the server (only 1 explosion)
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Explosion;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using System.Text.Json.Serialization;
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namespace Content.Server.EntityEffects.Effects;
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[DataDefinition]
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public sealed partial class ExplosionReactionEffect : EntityEffect
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{
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/// <summary>
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/// The type of explosion. Determines damage types and tile break chance scaling.
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/// </summary>
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[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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/// <summary>
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/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
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/// chance.
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/// </summary>
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[DataField]
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public float MaxIntensity = 5;
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/// <summary>
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/// How quickly intensity drops off as you move away from the epicenter
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/// </summary>
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[DataField]
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public float IntensitySlope = 1;
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/// <summary>
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/// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people
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/// from creating a nuke by collecting enough potassium and water.
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/// </summary>
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/// <remarks>
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/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
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/// </remarks>
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[DataField]
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public float MaxTotalIntensity = 100;
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/// <summary>
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/// The intensity of the explosion per unit reaction.
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/// </summary>
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[DataField]
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public float IntensityPerUnit = 1;
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/// <summary>
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/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
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/// explosives that don't space tiles, without having to create a new explosion-type prototype.
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/// </summary>
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[DataField]
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public float TileBreakScale = 1f;
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public override bool ShouldLog => true;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-explosion-reaction-effect", ("chance", Probability));
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public override LogImpact LogImpact => LogImpact.High;
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public override void Effect(EntityEffectBaseArgs args)
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{
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var intensity = IntensityPerUnit;
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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intensity = MathF.Min((float) reagentArgs.Quantity * IntensityPerUnit, MaxTotalIntensity);
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}
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args.EntityManager.System<ExplosionSystem>()
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.QueueExplosion(
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args.TargetEntity,
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ExplosionType,
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intensity,
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IntensitySlope,
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MaxIntensity,
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TileBreakScale);
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}
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}
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