/* * 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; }