* add ActionGun system * add RepeatingTrigger * dragons breath projectile, repeatedly explodes * give dragon fire breathing action, fireproof it * oop * oop 2 * prevent troll * proper repeating thing * pro * webedit ops * realops --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
96 lines
3.7 KiB
C#
96 lines
3.7 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
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/// cref="ExplosionSystem.TriggerExplosive"/>.
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/// </summary>
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/// <remarks>
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/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
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/// component still determines the explosion type and other properties.
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/// </remarks>
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[RegisterComponent]
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public sealed partial class ExplosiveComponent : Component
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{
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/// <summary>
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/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
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/// information (e.g., the light that the explosion gives off).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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/// <summary>
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/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
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/// break chance the explosion can achieve at any given location.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxIntensity")]
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public float MaxIntensity = 4;
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/// <summary>
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/// How quickly the intensity drops off as you move away from the epicenter.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensitySlope")]
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public float IntensitySlope = 1;
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/// <summary>
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/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
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/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
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/// </summary>
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/// <remarks>
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/// This number can be overridden by passing optional argument to <see
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/// cref="ExplosionSystem.TriggerExplosive"/>.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("totalIntensity")]
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public float TotalIntensity = 10;
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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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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("tileBreakScale")]
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public float TileBreakScale = 1f;
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/// <summary>
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/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
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/// tile twice will generally result in a vacuum.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxTileBreak")]
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public int MaxTileBreak = int.MaxValue;
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/// <summary>
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/// Whether this explosive should be able to create a vacuum by breaking tiles.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canCreateVacuum")]
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public bool CanCreateVacuum = true;
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/// <summary>
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/// An override for whether or not the entity should be deleted after it explodes.
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/// If null, the system calling the explode method handles it.
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/// </summary>
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[DataField("deleteAfterExplosion")]
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public bool? DeleteAfterExplosion;
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/// <summary>
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/// Whether to not set <see cref="Exploded"/> to true, allowing it to explode multiple times.
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/// This should never be used if it is damageable.
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/// </summary>
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[DataField]
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public bool Repeatable;
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/// <summary>
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/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
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/// </summary>
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public bool Exploded;
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}
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