Adds a new SolutionExplosionBehavior for the benefit of fuel tanks and future exploding canisters (#11260)
This commit is contained in:
parent
a68e9da700
commit
b8d1843335
|
|
@ -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!;
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in New Issue