Explosion refactor (#5230)
* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -29,21 +29,6 @@ namespace Content.Shared.Acts
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void OnBreak(BreakageEventArgs eventArgs);
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}
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public interface IExAct
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{
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/// <summary>
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/// Called when explosion reaches the entity
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/// </summary>
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void OnExplosion(ExplosionEventArgs eventArgs);
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}
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public sealed class ExplosionEventArgs : EventArgs
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{
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public EntityCoordinates Source { get; set; }
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public EntityUid Target { get; set; }
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public ExplosionSeverity Severity { get; set; }
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}
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[UsedImplicitly]
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public sealed class ActSystem : EntitySystem
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{
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@@ -59,23 +44,7 @@ namespace Content.Shared.Acts
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destroyAct.OnDestroy(eventArgs);
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}
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EntityManager.QueueDeleteEntity(owner);
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}
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public void HandleExplosion(EntityCoordinates source, EntityUid target, ExplosionSeverity severity)
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{
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var eventArgs = new ExplosionEventArgs
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{
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Source = source,
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Target = target,
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Severity = severity
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};
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var exActs = EntityManager.GetComponents<IExAct>(target).ToList();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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QueueDel(owner);
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}
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public void HandleBreakage(EntityUid owner)
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@@ -89,11 +58,4 @@ namespace Content.Shared.Acts
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}
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}
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}
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public enum ExplosionSeverity
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{
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Light,
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Heavy,
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Destruction,
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}
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}
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