Files
tbd-station-14/Content.Server/EntityEffects/Effects/ExplosionReactionEffect.cs
Velken c360a97e3b Juice that makes you go boom (#34730)
* Juice that makes you go boom

* moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!)

* removed JASON!!!! JASOOON!!! JASON!!!

* don't do commits at 1am

* Update fun.yml

fix ident

* no more bullying the server (only 1 explosion)
2025-01-30 12:34:32 +01:00

81 lines
2.8 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Shared.Database;
using Content.Shared.EntityEffects;
using Content.Shared.Explosion;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using System.Text.Json.Serialization;
namespace Content.Server.EntityEffects.Effects;
[DataDefinition]
public sealed partial class ExplosionReactionEffect : EntityEffect
{
/// <summary>
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
public string ExplosionType = default!;
/// <summary>
/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
/// chance.
/// </summary>
[DataField]
public float MaxIntensity = 5;
/// <summary>
/// How quickly intensity drops off as you move away from the epicenter
/// </summary>
[DataField]
public float IntensitySlope = 1;
/// <summary>
/// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people
/// from creating a nuke by collecting enough potassium and water.
/// </summary>
/// <remarks>
/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
/// </remarks>
[DataField]
public float MaxTotalIntensity = 100;
/// <summary>
/// The intensity of the explosion per unit reaction.
/// </summary>
[DataField]
public float IntensityPerUnit = 1;
/// <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;
public override bool ShouldLog => true;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-explosion-reaction-effect", ("chance", Probability));
public override LogImpact LogImpact => LogImpact.High;
public override void Effect(EntityEffectBaseArgs args)
{
var intensity = IntensityPerUnit;
if (args is EntityEffectReagentArgs reagentArgs)
{
intensity = MathF.Min((float) reagentArgs.Quantity * IntensityPerUnit, MaxTotalIntensity);
}
args.EntityManager.System<ExplosionSystem>()
.QueueExplosion(
args.TargetEntity,
ExplosionType,
intensity,
IntensitySlope,
MaxIntensity,
TileBreakScale);
}
}