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