Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -1,7 +1,9 @@
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Explosion;
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using Content.Shared.Nuke;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Nuke
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{
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@@ -36,13 +38,6 @@ namespace Content.Server.Nuke
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[DataField("diskSlot")]
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public ItemSlot DiskSlot = new();
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/// <summary>
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/// Annihilation radius in which all human players will be gibed
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/// </summary>
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[DataField("blastRadius")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int BlastRadius = 200;
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/// <summary>
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/// After this time nuke will play last alert sound
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/// </summary>
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@@ -67,6 +62,48 @@ namespace Content.Server.Nuke
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[DataField("disarmSound")]
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public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
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// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
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// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
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// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
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// the nuke.
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#region ExplosiveComponent
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/// <summary>
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/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
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/// information (e.g., the light that the explosion gives off).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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/// <summary>
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/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
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/// break chance the explosion can achieve at any given location.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxIntensity")]
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public float MaxIntensity = 100;
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/// <summary>
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/// How quickly the intensity drops off as you move away from the epicenter.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensitySlope")]
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public float IntensitySlope = 5;
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/// <summary>
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/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
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/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("totalIntensity")]
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public float TotalIntensity = 100000;
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/// <summary>
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/// Avoid somehow double-triggering this explosion.
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/// </summary>
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public bool Exploded;
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#endregion
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/// <summary>
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/// Time until explosion in seconds.
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/// </summary>
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@@ -1,10 +1,10 @@
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using Content.Server.Chat.Managers;
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using Content.Server.Construction.Components;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Popups;
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using Content.Server.UserInterface;
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using Content.Shared.Audio;
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using Content.Shared.Body.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Nuke;
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using Content.Shared.Sound;
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@@ -19,7 +19,7 @@ namespace Content.Server.Nuke
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[Dependency] private readonly NukeCodeSystem _codes = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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public override void Initialize()
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@@ -397,19 +397,16 @@ namespace Content.Server.Nuke
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if (!Resolve(uid, ref component, ref transform))
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return;
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// gib anyone in a blast radius
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// its lame, but will work for now
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var pos = transform.Coordinates;
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var ents = _lookup.GetEntitiesInRange(pos, component.BlastRadius);
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foreach (var ent in ents)
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{
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var entUid = ent;
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if (!EntityManager.EntityExists(entUid))
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continue;
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if (component.Exploded)
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return;
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if (EntityManager.TryGetComponent(entUid, out SharedBodyComponent? body))
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body.Gib();
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}
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component.Exploded = true;
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_explosions.QueueExplosion(uid,
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component.ExplosionType,
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component.TotalIntensity,
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component.IntensitySlope,
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component.MaxIntensity);
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EntityManager.DeleteEntity(uid);
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}
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