Revert "Explosion refactor TEST MERG (#6995)" (#7005)

This commit is contained in:
Leon Friedrich
2022-03-06 06:02:34 +13:00
committed by GitHub
parent cd1902cdf2
commit c95516e5b2
71 changed files with 766 additions and 3964 deletions

View File

@@ -1,9 +1,7 @@
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Explosion;
using Content.Shared.Nuke;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Nuke
{
@@ -38,6 +36,13 @@ namespace Content.Server.Nuke
[DataField("diskSlot")]
public ItemSlot DiskSlot = new();
/// <summary>
/// Annihilation radius in which all human players will be gibed
/// </summary>
[DataField("blastRadius")]
[ViewVariables(VVAccess.ReadWrite)]
public int BlastRadius = 200;
/// <summary>
/// After this time nuke will play last alert sound
/// </summary>
@@ -62,48 +67,6 @@ namespace Content.Server.Nuke
[DataField("disarmSound")]
public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
// the nuke.
#region ExplosiveComponent
/// <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 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 = 100;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
public float IntensitySlope = 5;
/// <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>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 100000;
/// <summary>
/// Avoid somehow double-triggering this explosion.
/// </summary>
public bool Exploded;
#endregion
/// <summary>
/// Time until explosion in seconds.
/// </summary>

View File

@@ -1,10 +1,10 @@
using Content.Server.Chat.Managers;
using Content.Server.Construction.Components;
using Content.Server.Coordinates.Helpers;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.UserInterface;
using Content.Shared.Audio;
using Content.Shared.Body.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Nuke;
using Content.Shared.Sound;
@@ -19,7 +19,7 @@ namespace Content.Server.Nuke
[Dependency] private readonly NukeCodeSystem _codes = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IChatManager _chat = default!;
public override void Initialize()
@@ -397,16 +397,19 @@ namespace Content.Server.Nuke
if (!Resolve(uid, ref component, ref transform))
return;
if (component.Exploded)
return;
// gib anyone in a blast radius
// its lame, but will work for now
var pos = transform.Coordinates;
var ents = _lookup.GetEntitiesInRange(pos, component.BlastRadius);
foreach (var ent in ents)
{
var entUid = ent;
if (!EntityManager.EntityExists(entUid))
continue;
component.Exploded = true;
_explosions.QueueExplosion(uid,
component.ExplosionType,
component.TotalIntensity,
component.IntensitySlope,
component.MaxIntensity);
if (EntityManager.TryGetComponent(entUid, out SharedBodyComponent? body))
body.Gib();
}
EntityManager.DeleteEntity(uid);
}