# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
149 lines
5.4 KiB
C#
149 lines
5.4 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Explosion;
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/// <summary>
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/// Explosion Prototype. Determines damage, tile break probabilities, and visuals.
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/// </summary>
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/// <remarks>
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/// Does not currently support prototype hot-reloading. The explosion-intensity required to destroy airtight
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/// entities is evaluated and stored by the explosion system. Adding or removing a prototype would require updating
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/// that map of airtight entities. This could be done, but is just not yet implemented.
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/// </remarks>
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[Prototype]
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public sealed partial class ExplosionPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// Damage to deal to entities. This is scaled by the explosion intensity.
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/// </summary>
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[DataField("damagePerIntensity", required: true)]
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public DamageSpecifier DamagePerIntensity = default!;
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/// <summary>
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/// Amount of firestacks to apply in addition to igniting.
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/// </summary>
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[DataField]
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public float? FireStacks;
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakIntensity"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakChance")]
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private float[] _tileBreakChance = { 0f, 1f };
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakIntensity")]
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private float[] _tileBreakIntensity = {0f, 15f };
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/// <summary>
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/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
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/// break the tile a second time. This is repeated until a roll fails or the tile has become space.
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/// </summary>
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/// <remarks>
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/// If this number is too small, even relatively weak explosions can have a non-zero
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/// chance to create a space tile.
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/// </remarks>
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[DataField("tileBreakRerollReduction")]
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public float TileBreakRerollReduction = 10f;
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/// <summary>
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/// Color emitted by a point light at the center of the explosion.
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/// </summary>
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[DataField("lightColor")]
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public Color LightColor = Color.Orange;
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/// <summary>
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/// Color used to modulate the fire texture.
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/// </summary>
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[DataField("fireColor")]
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public Color? FireColor;
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/// <summary>
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/// If an explosion finishes in less than this many iterations, play a small sound instead.
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/// </summary>
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/// <remarks>
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/// This value is tuned such that a minibomb is considered small, but just about anything larger is normal
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/// </remarks>
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[DataField("smallSoundIterationThreshold")]
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public int SmallSoundIterationThreshold = 6;
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/// <summary>
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/// How far away another explosion in the same tick can be and be combined.
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/// Total intensity is added to the original queued explosion.
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/// </summary>
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[DataField]
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public float MaxCombineDistance = 1f;
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[DataField("sound")]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("Explosion");
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[DataField("smallSound")]
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public SoundSpecifier SmallSound = new SoundCollectionSpecifier("ExplosionSmall");
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[DataField("soundFar")]
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public SoundSpecifier SoundFar = new SoundCollectionSpecifier("ExplosionFar", AudioParams.Default.WithVolume(2f));
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[DataField("smallSoundFar")]
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public SoundSpecifier SmallSoundFar = new SoundCollectionSpecifier("ExplosionSmallFar", AudioParams.Default.WithVolume(2f));
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[DataField("texturePath")]
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public ResPath TexturePath = new("/Textures/Effects/fire.rsi");
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/// <summary>
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/// How intense does the explosion have to be at a tile to advance to the next fire texture state?
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/// </summary>
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[DataField("intensityPerState")]
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public float IntensityPerState = 12;
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// Theres probably a better way to do this. Currently Atmos just hard codes a constant int, so I have no one to
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// steal code from.
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[DataField("fireStates")]
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public int FireStates = 3;
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// Sunrise added start
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[DataField]
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public ExplosionEffectType EffectType = ExplosionEffectType.Fancy;
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// Sunrise added end
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/// <summary>
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/// Basic function for linear interpolation of the _tileBreakChance and _tileBreakIntensity arrays
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/// </summary>
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public float TileBreakChance(float intensity)
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{
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if (_tileBreakChance.Length == 0 || _tileBreakChance.Length != _tileBreakIntensity.Length)
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{
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Logger.Error($"Malformed tile break chance definitions for explosion prototype: {ID}");
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return 0;
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}
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if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
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return _tileBreakChance[^1];
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if (intensity <= _tileBreakIntensity[0])
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return _tileBreakChance[0];
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int i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
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var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
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return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
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}
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}
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[Serializable, NetSerializable]
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public enum ExplosionEffectType : byte
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{
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Standard,
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Fancy,
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}
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