Adds a new SolutionExplosionBehavior for the benefit of fuel tanks and future exploding canisters (#11260)

This commit is contained in:
Mervill 2022-09-14 10:15:54 -07:00 committed by GitHub
parent a68e9da700
commit b8d1843335
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 54 additions and 4 deletions

View File

@ -11,6 +11,8 @@ using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Destructible;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.EntitySystems;
namespace Content.Server.Destructible
{
@ -25,6 +27,8 @@ namespace Content.Server.Destructible
[Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
[Dependency] public readonly StackSystem StackSystem = default!;
[Dependency] public readonly TriggerSystem TriggerSystem = default!;
[Dependency] public readonly SolutionContainerSystem SolutionContainerSystem = default!;
[Dependency] public readonly SpillableSystem SpillableSystem = default!;
[Dependency] public readonly IPrototypeManager PrototypeManager = default!;
[Dependency] public readonly IComponentFactory ComponentFactory = default!;

View File

@ -0,0 +1,46 @@
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.Components;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Explosion.Components;
using JetBrains.Annotations;
namespace Content.Server.Destructible.Thresholds.Behaviors
{
/// <summary>
/// Works like a SpillBehavior combined with an ExplodeBehavior
/// </summary>
[UsedImplicitly]
[DataDefinition]
public sealed class SolutionExplosionBehavior : IThresholdBehavior
{
[DataField("solution", required: true)]
public string Solution = default!;
public void Execute(EntityUid owner, DestructibleSystem system)
{
if (system.SolutionContainerSystem.TryGetSolution(owner, Solution, out var explodingSolution)
&& system.EntityManager.TryGetComponent(owner, out ExplosiveComponent? explosiveComponent))
{
// Don't explode if there's no solution
if (explodingSolution.CurrentVolume == 0)
return;
// Scale the explosion intensity based on the remaining volume of solution
var explosionScaleFactor = (explodingSolution.CurrentVolume.Float() / explodingSolution.MaxVolume.Float());
// TODO: Perhaps some of the liquid should be discarded as if it's being consumed by the explosion
// Spill the solution out into the world
// Spill before exploding in anticipation of a future where the explosion can light the solution on fire.
var coordinates = system.EntityManager.GetComponent<TransformComponent>(owner).Coordinates;
system.SpillableSystem.SpillAt(explodingSolution, coordinates, "PuddleSmear", combine: true);
// Explode
// Don't delete the object here - let other processes like physical damage from the
// explosion clean up the exploding object(s)
var explosiveTotalIntensity = explosiveComponent.TotalIntensity * explosionScaleFactor;
system.ExplosionSystem.TriggerExplosive(owner, explosiveComponent, false, explosiveTotalIntensity);
}
}
}
}

View File

@ -30,17 +30,17 @@
damageType: Heat
damage: 5
behaviors:
#spill BEFORE exploding, so that one day explosions can ignite puddles
- !type:SpillBehavior
- !type:SolutionExplosionBehavior
solution: tank
- !type:ExplodeBehavior
#note: only actually explodes if entity has ExplosiveComponent.
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:SpillBehavior
solution: tank
- !type:PlaySoundBehavior
sound:
path: /Audio/Effects/metalbreak.ogg
- !type:DoActsBehavior
acts: ["Destruction"]
- type: SolutionContainerManager