Explosion refactor TEST MERG (#6995)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
Moony
2022-03-04 13:48:01 -06:00
committed by GitHub
parent 4e203f49d2
commit 4a466f4927
71 changed files with 3958 additions and 760 deletions

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@@ -1,40 +1,8 @@
using Content.Server.Throwing;
using Content.Shared.Acts;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Server.Explosion.Components
namespace Content.Server.Explosion.Components;
// TODO EXPLOSION make this a tag? or just get rid of it and launch all unanchored physics entities?
[RegisterComponent]
public sealed class ExplosionLaunchedComponent : Component
{
[RegisterComponent]
public sealed class ExplosionLaunchedComponent : Component, IExAct
{
[Dependency] private readonly IEntityManager _entMan = default!;
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (_entMan.Deleted(Owner))
return;
var sourceLocation = eventArgs.Source;
var targetLocation = _entMan.GetComponent<TransformComponent>(eventArgs.Target).Coordinates;
if (sourceLocation.Equals(targetLocation)) return;
var offset = (targetLocation.ToMapPos(_entMan) - sourceLocation.ToMapPos(_entMan));
//Don't throw if the direction is center (0,0)
if (offset == Vector2.Zero) return;
var direction = offset.Normalized;
var throwForce = eventArgs.Severity switch
{
ExplosionSeverity.Heavy => 30,
ExplosionSeverity.Light => 20,
_ => 0,
};
Owner.TryThrow(direction, throwForce);
}
}
}

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@@ -0,0 +1,30 @@
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Explosion.Components;
/// <summary>
/// Component that provides entities with explosion resistance.
/// </summary>
/// <remarks>
/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
/// significantly reduce the damage, but shouldn't be silly overpowered in regular combat.
/// </remarks>
[RegisterComponent]
[Friend(typeof(ExplosionSystem))]
public sealed class ExplosionResistanceComponent : Component
{
/// <summary>
/// The resistance values for this component, This fraction is added to the total resistance.
/// </summary>
[DataField("resistance")]
public float GlobalResistance = 0;
/// <summary>
/// Like <see cref="GlobalResistance"/>, but specified specific to each explosion type for more customizability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("resistances", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<float, ExplosionPrototype>))]
public Dictionary<string, float> Resistances = new();
}

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@@ -1,34 +1,59 @@
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.Destructible.Thresholds.Behaviors;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Explosion.Components
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 class ExplosiveComponent : Component
{
public override string Name => "Explosive";
/// <summary>
/// Specifies an explosion range should this entity be exploded.
/// 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 time. 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>
/// Explosions can be caused by:
/// <list type="bullet">
/// <item>Reaching a damage threshold that causes a <see cref="ExplodeBehavior"/></item>
/// <item>Being triggered via the <see cref="ExplodeOnTriggerComponent"/></item>
/// <item>Manually by some other system via functions in <see cref="ExplosionHelper"/> (for example, chemistry's
/// <see cref="ExplosionReactionEffect"/>).</item>
/// </list>
/// This number can be overridden by passing optional argument to <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// </remarks>
[RegisterComponent]
public sealed class ExplosiveComponent : Component
{
[DataField("devastationRange")]
public int DevastationRange;
[DataField("heavyImpactRange")]
public int HeavyImpactRange;
[DataField("lightImpactRange")]
public int LightImpactRange;
[DataField("flashRange")]
public int FlashRange;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 10;
public bool Exploding { get; set; } = false;
}
/// <summary>
/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from it's own explosion.
/// </summary>
public bool Exploded;
}