* move component to shared * add fake systems * update server explosion system and remove duplicate transform query --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using Content.Shared.Explosion.EntitySystems;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Explosion.Components;
|
|
|
|
/// <summary>
|
|
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
|
|
/// cref="ExplosionSystem.TriggerExplosive"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
|
|
/// component still determines the explosion type and other properties.
|
|
/// </remarks>
|
|
[RegisterComponent, Access(typeof(SharedExplosionSystem))]
|
|
public sealed partial class ExplosiveComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
|
|
/// information (e.g., the light that the explosion gives off).
|
|
/// </summary>
|
|
[DataField(required: true)]
|
|
public ProtoId<ExplosionPrototype> ExplosionType = default!;
|
|
|
|
/// <summary>
|
|
/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
|
|
/// break chance the explosion can achieve at any given location.
|
|
/// </summary>
|
|
[DataField]
|
|
public float MaxIntensity = 4;
|
|
|
|
/// <summary>
|
|
/// How quickly the intensity drops off as you move away from the epicenter.
|
|
/// </summary>
|
|
[DataField]
|
|
public float IntensitySlope = 1;
|
|
|
|
/// <summary>
|
|
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
|
|
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This number can be overridden by passing optional argument to <see
|
|
/// cref="ExplosionSystem.TriggerExplosive"/>.
|
|
/// </remarks>
|
|
[DataField]
|
|
public float TotalIntensity = 10;
|
|
|
|
/// <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;
|
|
|
|
/// <summary>
|
|
/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
|
|
/// tile twice will generally result in a vacuum.
|
|
/// </summary>
|
|
[DataField]
|
|
public int MaxTileBreak = int.MaxValue;
|
|
|
|
/// <summary>
|
|
/// Whether this explosive should be able to create a vacuum by breaking tiles.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool CanCreateVacuum = true;
|
|
|
|
/// <summary>
|
|
/// An override for whether or not the entity should be deleted after it explodes.
|
|
/// If null, the system calling the explode method handles it.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool? DeleteAfterExplosion;
|
|
|
|
/// <summary>
|
|
/// Whether to not set <see cref="Exploded"/> to true, allowing it to explode multiple times.
|
|
/// This should never be used if it is damageable.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool Repeatable;
|
|
|
|
/// <summary>
|
|
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
|
|
/// </summary>
|
|
public bool Exploded;
|
|
}
|