/*
* Copyright 2013 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.logic.actions;
import org.terasology.entitySystem.Component;
import org.terasology.entitySystem.prefab.Prefab;
import org.terasology.logic.health.EngineDamageTypes;
/**
*/
public class TunnelActionComponent implements Component {
/**
* The most blocks that can be destroyed before the action ends (counts duplicates, so actually way lower)
*/
public int maxDestroyedBlocks = 5000;
/**
* How many effects to display at the most
*/
public int maxParticalEffects = 4;
/**
* The max number of "steps" we'll take along the direction of the tunnel to pick explosive points
*/
public int maxTunnelDepth = 64;
/**
* The max number of rays to cast at each chosen spot in the path of the tunnel to hit target blocks
*/
public int maxRaysCast = 512;
public int damageAmount = 1000;
public Prefab damageType = EngineDamageTypes.EXPLOSIVE.get();
/**
* The amount of block positions that should be skipped from selection
*/
public float thoroughness = 0.25f;
public float explosiveForce = 200f;
}