Files
wwdpublic/Content.Server/Explosion/Components/ExplosiveComponent.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

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# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

96 lines
3.7 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.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]
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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
public string 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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxIntensity")]
public float MaxIntensity = 4;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("tileBreakScale")]
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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTileBreak")]
public int MaxTileBreak = int.MaxValue;
/// <summary>
/// Whether this explosive should be able to create a vacuum by breaking tiles.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canCreateVacuum")]
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("deleteAfterExplosion")]
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;
}