* Commit * ploop * borger --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Transform;
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/// <inheritdoc cref="EntityEffect"/>
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/// <seealso cref="Explode"/>
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public sealed partial class Explosion : EntityEffectBase<Explosion>
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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)]
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public ProtoId<ExplosionPrototype> ExplosionType;
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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 string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-explosion", ("chance", Probability));
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public override LogImpact? Impact => LogImpact.High;
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}
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