71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
using System;
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using Content.Server.Explosions;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Interfaces;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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class ExplosionReactionEffect : IReactionEffect
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{
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private float _devastationRange;
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private float _heavyImpactRange;
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private float _lightImpactRange;
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private float _flashRange;
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/// <summary>
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/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
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/// </summary>
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private bool _scaled;
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/// <summary>
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/// Maximum scaling on ranges. For example, if it equals 5, then it won't scaled anywhere past
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/// 5 times the minimum reactant amount.
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/// </summary>
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private float _maxScale;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _devastationRange, "devastationRange", 1);
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serializer.DataField(ref _heavyImpactRange, "heavyImpactRange", 2);
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serializer.DataField(ref _lightImpactRange, "lightImpactRange", 3);
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serializer.DataField(ref _flashRange, "flashRange", 0);
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serializer.DataField(ref _scaled, "scaled", false);
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serializer.DataField(ref _maxScale, "maxScale", 1);
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}
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public void React(IEntity solutionEntity, double intensity)
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{
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float floatIntensity = (float)intensity;
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if (solutionEntity == null)
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return;
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if(!solutionEntity.TryGetComponent(out SolutionComponent solution))
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return;
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//Handle scaling
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if (_scaled)
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{
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floatIntensity = MathF.Min(floatIntensity, _maxScale);
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}
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else
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{
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floatIntensity = 1;
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}
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//Calculate intensities
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int finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
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int finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
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int finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
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int finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
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ExplosionHelper.SpawnExplosion(solutionEntity.Transform.GridPosition, finalDevastationRange,
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finalHeavyImpactRange, finalLightImpactRange, finalFlashRange);
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}
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}
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}
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