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- using Content.Shared.Explosion.EntitySystems;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Explosion.Components;
- /// <summary>
- /// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
- /// cref="ExplosionSystem.TriggerExplosive"/>.
- /// </summary>
- /// <remarks>
- /// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
- /// component still determines the explosion type and other properties.
- /// </remarks>
- [RegisterComponent, Access(typeof(SharedExplosionSystem))]
- public sealed partial class ExplosiveComponent : Component
- {
- /// <summary>
- /// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
- /// information (e.g., the light that the explosion gives off).
- /// </summary>
- [DataField(required: true)]
- public ProtoId<ExplosionPrototype> ExplosionType = default!;
- /// <summary>
- /// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
- /// break chance the explosion can achieve at any given location.
- /// </summary>
- [DataField]
- public float MaxIntensity = 4;
- /// <summary>
- /// How quickly the intensity drops off as you move away from the epicenter.
- /// </summary>
- [DataField]
- public float IntensitySlope = 1;
- /// <summary>
- /// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
- /// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
- /// </summary>
- /// <remarks>
- /// This number can be overridden by passing optional argument to <see
- /// cref="ExplosionSystem.TriggerExplosive"/>.
- /// </remarks>
- [DataField]
- public float TotalIntensity = 10;
- /// <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;
- /// <summary>
- /// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
- /// tile twice will generally result in a vacuum.
- /// </summary>
- [DataField]
- public int MaxTileBreak = int.MaxValue;
- /// <summary>
- /// Whether this explosive should be able to create a vacuum by breaking tiles.
- /// </summary>
- [DataField]
- public bool CanCreateVacuum = true;
- /// <summary>
- /// An override for whether or not the entity should be deleted after it explodes.
- /// If null, the system calling the explode method handles it.
- /// </summary>
- [DataField]
- public bool? DeleteAfterExplosion;
- /// <summary>
- /// Whether to not set <see cref="Exploded"/> to true, allowing it to explode multiple times.
- /// This should never be used if it is damageable.
- /// </summary>
- [DataField]
- public bool Repeatable;
- /// <summary>
- /// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
- /// </summary>
- public bool Exploded;
- }
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