Files
OldThink/Content.Server/Explosions/ExplosionHelper.cs

162 lines
6.7 KiB
C#
Raw Normal View History

Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
using System;
using System.Collections.Generic;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Maps;
using Robust.Server.GameObjects;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
namespace Content.Server.Explosions
{
public static class ExplosionHelper
{
/// <summary>
/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
/// </summary>
private static Vector2 _epicenterDistance = (0.1f, 0.1f);
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
public static void SpawnExplosion(GridCoordinates coords, int devastationRange, int heavyImpactRange, int lightImpactRange, int flashRange)
{
var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
var mapManager = IoCManager.Resolve<IMapManager>();
var robustRandom = IoCManager.Resolve<IRobustRandom>();
var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0f);
//Entity damage calculation
var entitiesAll = serverEntityManager.GetEntitiesInRange(coords, maxRange).ToList();
foreach (var entity in entitiesAll)
{
if (entity.Deleted)
continue;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
if (!entity.Transform.IsMapTransform)
continue;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
var distanceFromEntity = (int)entity.Transform.GridPosition.Distance(mapManager, coords);
ExplosionSeverity severity;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
if (distanceFromEntity < devastationRange)
{
severity = ExplosionSeverity.Destruction;
}
else if (distanceFromEntity < heavyImpactRange)
{
severity = ExplosionSeverity.Heavy;
}
else if (distanceFromEntity < lightImpactRange)
{
severity = ExplosionSeverity.Light;
}
else
{
continue;
}
var exAct = entitySystemManager.GetEntitySystem<ActSystem>();
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
//exAct.HandleExplosion(Owner, entity, severity);
exAct.HandleExplosion(coords, entity, severity);
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
}
//Tile damage calculation mockup
//TODO: make it into some sort of actual damage component or whatever the boys think is appropriate
var mapGrid = mapManager.GetGrid(coords.GridID);
var circle = new Circle(coords.Position, maxRange);
var tiles = mapGrid.GetTilesIntersecting(circle);
foreach (var tile in tiles)
{
var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
var baseTurfs = tileDef.BaseTurfs;
if (baseTurfs.Count == 0)
{
continue;
}
var distanceFromTile = (int) tileLoc.Distance(mapManager, coords);
if (distanceFromTile < devastationRange)
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
{
mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[0]].TileId));
}
else if (distanceFromTile < heavyImpactRange)
{
if (robustRandom.Prob(0.8f))
{
mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[^1]].TileId));
}
else
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
{
mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[0]].TileId));
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
}
}
else if (distanceFromTile < lightImpactRange)
{
if (robustRandom.Prob(0.5f))
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
{
mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[^1]].TileId));
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
}
}
}
//Effects and sounds
var time = IoCManager.Resolve<IGameTiming>().CurTime;
var message = new EffectSystemMessage
{
EffectSprite = "Effects/explosion.rsi",
RsiState = "explosionfast",
Born = time,
DeathTime = time + TimeSpan.FromSeconds(5),
Size = new Vector2(flashRange / 2, flashRange / 2),
Coordinates = coords,
//Rotated from east facing
Rotation = 0f,
ColorDelta = new Vector4(0, 0, 0, -1500f),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
Shaded = false
};
entitySystemManager.GetEntitySystem<EffectSystem>().CreateParticle(message);
entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/effects/explosion.ogg", coords);
// Knock back cameras of all players in the area.
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
var playerManager = IoCManager.Resolve<IPlayerManager>();
foreach (var player in playerManager.GetAllPlayers())
{
if (player.AttachedEntity == null
|| player.AttachedEntity.Transform.MapID != mapGrid.ParentMapId
|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
{
continue;
}
var playerPos = player.AttachedEntity.Transform.WorldPosition;
2020-01-25 01:39:14 -08:00
var delta = coords.ToMapPos(mapManager) - playerPos;
//Change if zero. Will result in a NaN later breaking camera shake if not changed
if (delta.EqualsApprox((0.0f, 0.0f)))
delta = _epicenterDistance;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
var distance = delta.LengthSquared;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 16:57:16 -04:00
var effect = 1 / (1 + 0.2f * distance);
if (effect > 0.01f)
{
var kick = -delta.Normalized * effect;
recoil.Kick(kick);
}
}
}
}
}