* add ignore chance * twekas * add damaging and repairing * grounding rod undestructable by tesla
73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using Content.Server.Tesla.EntitySystems;
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using Content.Shared.Explosion;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Lightning.Components;
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/// <summary>
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/// This component allows the lightning system to select a given entity as the target of a lightning strike.
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/// It also determines the priority of selecting this target, and the behavior of the explosion. Used for tesla.
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/// </summary>
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[RegisterComponent, Access(typeof(LightningSystem), typeof(LightningTargetSystem))]
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public sealed partial class LightningTargetComponent : Component
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{
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/// <summary>
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/// The probability that this target will not be ignored by a lightning strike. This is necessary for Tesla's balance.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float HitProbability = 1f;
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/// <summary>
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/// Priority level for selecting a lightning target.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int Priority;
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/// <summary>
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/// Lightning has a number of bounces into neighboring targets.
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/// This number controls how many bounces the lightning bolt has left after hitting that target.
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/// At high values, the lightning will not travel farther than that entity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int LightningResistance = 1; //by default, reduces the number of bounces from this target by 1
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// BOOM PART
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/// <summary>
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/// Will the entity explode after being struck by lightning?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool LightningExplode = true;
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/// <summary>
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/// The explosion prototype to spawn
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<ExplosionPrototype> ExplosionPrototype = "Default";
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/// <summary>
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/// The total amount of intensity an explosion can achieve
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float TotalIntensity = 25f;
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/// <summary>
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/// How quickly does the explosion's power slope? Higher = smaller area and more concentrated damage, lower = larger area and more spread out damage
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Dropoff = 2f;
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/// <summary>
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/// How much intensity can be applied per tile?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MaxTileIntensity = 5f;
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/// <summary>
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/// how much structural damage the object takes from a lightning strike
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/// </summary>
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[DataField]
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public FixedPoint2 DamageFromLightning = 1;
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}
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