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- 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);
- }
- }
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