@@ -1,81 +0,0 @@
|
||||
using Content.Shared.Inventory;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Explosion;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed at an entity to determine its explosion resistance, probably right before it is about to be
|
||||
/// damaged by one.
|
||||
/// </summary>
|
||||
public class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
/// <summary>
|
||||
/// Can be set to whatever, but currently is being additively increased by components & clothing. So think twice
|
||||
/// before multiplying or directly setting this.
|
||||
/// </summary>
|
||||
public float Resistance = 0;
|
||||
|
||||
public readonly string ExplotionPrototype;
|
||||
|
||||
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
|
||||
|
||||
public GetExplosionResistanceEvent(string id)
|
||||
{
|
||||
ExplotionPrototype = id;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An explosion event. Used for client side rendering.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public class ExplosionEvent : EntityEventArgs
|
||||
{
|
||||
public MapCoordinates Epicenter;
|
||||
|
||||
public Dictionary<int, List<Vector2i>>? SpaceTiles;
|
||||
public Dictionary<GridId, Dictionary<int, List<Vector2i>>> Tiles;
|
||||
|
||||
public List<float> Intensity;
|
||||
|
||||
public string TypeID;
|
||||
|
||||
public Matrix3 SpaceMatrix;
|
||||
|
||||
public byte ExplosionId;
|
||||
|
||||
public ExplosionEvent(
|
||||
byte explosionId,
|
||||
MapCoordinates epicenter,
|
||||
string typeID,
|
||||
List<float> intensity,
|
||||
Dictionary<int, List<Vector2i>>? spaceTiles,
|
||||
Dictionary<GridId, Dictionary<int, List<Vector2i>>> tiles,
|
||||
Matrix3 spaceMatrix)
|
||||
{
|
||||
Epicenter = epicenter;
|
||||
SpaceTiles = spaceTiles;
|
||||
Tiles = tiles;
|
||||
Intensity = intensity;
|
||||
TypeID = typeID;
|
||||
SpaceMatrix = spaceMatrix;
|
||||
ExplosionId = explosionId;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update visual rendering of the explosion to correspond to the servers processing of it.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public class ExplosionOverlayUpdateEvent : EntityEventArgs
|
||||
{
|
||||
public int Index;
|
||||
public byte ExplosionId;
|
||||
|
||||
public ExplosionOverlayUpdateEvent(byte explosionId, int index)
|
||||
{
|
||||
Index = index;
|
||||
ExplosionId = explosionId;
|
||||
}
|
||||
}
|
||||
@@ -1,89 +0,0 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Sound;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Explosion;
|
||||
|
||||
[Prototype("explosion")]
|
||||
public sealed class ExplosionPrototype : IPrototype
|
||||
{
|
||||
[DataField("id", required: true)]
|
||||
public string ID { get; } = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Damage to deal to entities. This is scaled by the explosion intensity.
|
||||
/// </summary>
|
||||
[DataField("damagePerIntensity", required: true)]
|
||||
public readonly DamageSpecifier DamagePerIntensity = default!;
|
||||
|
||||
/// <summary>
|
||||
/// This set of points, together with <see cref="_tileBreakIntensity"/> define a function that maps the
|
||||
/// explosion intensity to a tile break chance via linear interpolation.
|
||||
/// </summary>
|
||||
[DataField("tileBreakChance")]
|
||||
private readonly float[] _tileBreakChance = { 0f, 1f };
|
||||
|
||||
/// <summary>
|
||||
/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
|
||||
/// explosion intensity to a tile break chance via linear interpolation.
|
||||
/// </summary>
|
||||
[DataField("tileBreakIntensity")]
|
||||
private readonly float[] _tileBreakIntensity = {0f, 15f };
|
||||
|
||||
/// <summary>
|
||||
/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
|
||||
/// break the tile a second time. This is repeated until a roll fails or the tile has become space.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If this number is too small, even relatively weak explosions can have a non-zero
|
||||
/// chance to create a space tile.
|
||||
/// </remarks>
|
||||
[DataField("tileBreakRerollReduction")]
|
||||
public readonly float TileBreakRerollReduction = 10f;
|
||||
|
||||
/// <summary>
|
||||
/// Color emitted by a point light at the center of the explosion.
|
||||
/// </summary>
|
||||
[DataField("lightColor")]
|
||||
public readonly Color LightColor = Color.Orange;
|
||||
|
||||
/// <summary>
|
||||
/// Color used to modulate the fire texture.
|
||||
/// </summary>
|
||||
[DataField("fireColor")]
|
||||
public readonly Color? FireColor;
|
||||
|
||||
[DataField("Sound")]
|
||||
public readonly SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
|
||||
|
||||
[DataField("texturePath")]
|
||||
public readonly string TexturePath = "/Textures/Effects/fire.rsi";
|
||||
|
||||
// Theres probably a better way to do this. Currently Atmos just hard codes a constant int, so I have no one to
|
||||
// steal code from.
|
||||
[DataField("fireStates")]
|
||||
public readonly int FireStates = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Basic function for linear interpolation of _tileBreakChance and _tileBreakIntensity
|
||||
/// </summary>
|
||||
public float TileBreakChance(float intensity)
|
||||
{
|
||||
if (_tileBreakChance.Length == 0 || _tileBreakChance.Length != _tileBreakIntensity.Length)
|
||||
{
|
||||
Logger.Error($"Malformed tile break chance definitions for explosion prototype: {ID}");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
|
||||
return _tileBreakChance[^1];
|
||||
|
||||
if (intensity <= _tileBreakIntensity[0])
|
||||
return _tileBreakChance[0];
|
||||
|
||||
int i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
|
||||
|
||||
var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
|
||||
return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user