Files

136 lines
4.6 KiB
C#
Raw Permalink Normal View History

Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Content.Server.Administration.UI;
using Content.Server.EUI;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Administration;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Content.Shared.Explosion;
using Robust.Shared.Console;
using Robust.Shared.Map;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Robust.Shared.Prototypes;
using System.Linq;
using System.Numerics;
using Robust.Server.GameObjects;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
namespace Content.Server.Administration.Commands;
[AdminCommand(AdminFlags.Fun)]
public sealed class OpenExplosionEui : LocalizedEntityCommands
{
[Dependency] private readonly EuiManager _euiManager = default!;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
public override string Command => "explosionui";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
{
var player = shell.Player;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
if (player == null)
{
shell.WriteError(Loc.GetString($"shell-cannot-run-command-from-server"));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
var ui = new SpawnExplosionEui();
_euiManager.OpenEui(ui, player);
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
}
}
[AdminCommand(AdminFlags.Fun)] // for the admin. Not so much for anyone else.
public sealed class ExplosionCommand : LocalizedEntityCommands
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly TransformSystem _transform = default!;
public override string Command => "explosion";
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
// Note that if you change the arguments, you should also update the client-side SpawnExplosionWindow, as that just
// uses this command.
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
if (args.Length == 0 || args.Length == 4 || args.Length > 7)
{
shell.WriteError(Loc.GetString($"shell-wrong-arguments-number"));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
if (!float.TryParse(args[0], out var intensity))
{
shell.WriteError(Loc.GetString($"cmd-explosion-failed-to-parse-intensity", ("value", args[0])));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
float slope = 5;
if (args.Length > 1 && !float.TryParse(args[1], out slope))
{
shell.WriteError(Loc.GetString($"cmd-explosion-failed-to-parse-float", ("value", args[1])));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
float maxIntensity = 100;
if (args.Length > 2 && !float.TryParse(args[2], out maxIntensity))
{
shell.WriteError(Loc.GetString($"cmd-explosion-failed-to-parse-float", ("value", args[2])));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
float x = 0, y = 0;
if (args.Length > 4)
{
if (!float.TryParse(args[3], out x) || !float.TryParse(args[4], out y))
{
shell.WriteError(Loc.GetString($"cmd-explosion-failed-to-parse-coords",
("value1", args[3]),
("value2", args[4])));
return;
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
MapCoordinates coords;
if (args.Length > 5)
{
if (!int.TryParse(args[5], out var parsed))
{
shell.WriteError(Loc.GetString($"cmd-explosion-failed-to-parse-map-id", ("value", args[5])));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
coords = new MapCoordinates(new Vector2(x, y), new(parsed));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
}
else
{
// attempt to find the player's current position
if (!EntityManager.TryGetComponent(shell.Player?.AttachedEntity, out TransformComponent? xform))
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
{
shell.WriteError(Loc.GetString($"cmd-explosion-need-coords-explicit"));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
if (args.Length > 4)
coords = new MapCoordinates(new Vector2(x, y), xform.MapID);
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
else
coords = _transform.GetMapCoordinates(shell.Player.AttachedEntity.Value, xform: xform);
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
ExplosionPrototype? type;
if (args.Length > 6)
{
if (!_prototypeManager.TryIndex(args[6], out type))
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
{
shell.WriteError(Loc.GetString($"cmd-explosion-unknown-prototype", ("value", args[6])));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
}
else if (!_prototypeManager.Resolve(ExplosionSystem.DefaultExplosionPrototypeId, out type))
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
{
// no prototype was specified, so lets default to whichever one was defined first
type = _prototypeManager.EnumeratePrototypes<ExplosionPrototype>().FirstOrDefault();
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
if (type == null)
{
shell.WriteError(Loc.GetString($"cmd-explosion-no-prototypes"));
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
return;
}
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
_explosion.QueueExplosion(coords, type.ID, intensity, slope, maxIntensity, null);
}
}