# Conflicts: # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Bed/Sleep/SleepingSystem.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Components/RespiratorComponent.cs # Content.Server/Body/Systems/InternalsSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/IChatManager.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs # Content.Server/Electrocution/ElectrocutionSystem.cs # Content.Server/Holosign/HolosignProjectorComponent.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/VoiceMask/VoiceMaskerComponent.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Maps/bagel.yml # Resources/Maps/box.yml # Resources/Maps/centcomm.yml # Resources/Maps/cluster.yml # Resources/Maps/europa.yml # Resources/Maps/marathon.yml # Resources/Maps/meta.yml # Resources/Maps/omega.yml # Resources/Maps/origin.yml # Resources/Maps/packed.yml # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml # Resources/Prototypes/Entities/Objects/Misc/land_mine.yml # Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Recipes/Lathes/security.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json # Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
445 lines
18 KiB
C#
445 lines
18 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.Explosion.Components;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Server.Station.Systems;
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using Content.Shared.Audio;
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using Content.Shared.Armor;
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using Content.Shared.Camera;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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private EntityQuery<TransformComponent> _transformQuery;
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private EntityQuery<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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//WD-EDIT
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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//WD-EDIT
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/// <summary>
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/// "Tile-size" for space when there are no nearby grids to use as a reference.
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/// </summary>
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public const ushort DefaultTileSize = 1;
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public const int MaxExplosionAudioRange = 30;
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/// <summary>
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/// The "default" explosion prototype.
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/// </summary>
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/// <remarks>
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/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
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/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
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/// a "default" option specified outside of yaml data-fields. Hence this const string.
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/// </remarks>
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[ValidatePrototypeId<ExplosionPrototype>]
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public const string DefaultExplosionPrototypeId = "Default";
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public override void Initialize()
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{
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base.Initialize();
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DebugTools.Assert(_prototypeManager.HasIndex<ExplosionPrototype>(DefaultExplosionPrototypeId));
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// handled in ExplosionSystem.GridMap.cs
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
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SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
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// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
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// Handled by ExplosionSystem.Processing.cs
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SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
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// handled in ExplosionSystemAirtight.cs
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SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
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SubscribeCvars();
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InitAirtightMap();
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InitVisuals();
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_transformQuery = GetEntityQuery<TransformComponent>();
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_flammableQuery = GetEntityQuery<FlammableComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_projectileQuery = GetEntityQuery<ProjectileComponent>();
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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_explosionQueue.Clear();
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_queuedExplosions.Clear();
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if (_activeExplosion != null)
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QueueDel(_activeExplosion.VisualEnt);
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_activeExplosion = null;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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private void RelayedResistance(
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EntityUid uid,
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ExplosionResistanceComponent component,
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InventoryRelayedEvent<GetExplosionResistanceEvent> args)
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{
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if (component.Worn)
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OnGetResistance(uid, component, ref args.Args);
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}
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private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
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{
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args.DamageCoefficient *= component.DamageCoefficient;
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if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
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args.DamageCoefficient *= modifier;
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}
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/// <summary>
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/// Given an entity with an explosive component, spawn the appropriate explosion.
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/// </summary>
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/// <remarks>
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/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
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/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
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/// solution in a reaction).
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/// </remarks>
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public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
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// but may not actually be explosive.
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if (!Resolve(uid, ref explosive, logMissing: false))
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return;
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// No reusable explosions here.
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if (explosive.Exploded)
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return;
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explosive.Exploded = true;
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// Override the explosion intensity if optional arguments were provided.
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if (radius != null)
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totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
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totalIntensity ??= explosive.TotalIntensity;
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QueueExplosion(uid,
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explosive.ExplosionType,
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(float) totalIntensity,
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explosive.IntensitySlope,
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explosive.MaxIntensity,
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explosive.TileBreakScale,
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explosive.MaxTileBreak,
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explosive.CanCreateVacuum,
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user);
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if (explosive.DeleteAfterExplosion ?? delete)
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EntityManager.QueueDeleteEntity(uid);
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}
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/// <summary>
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/// Find the strength needed to generate an explosion of a given radius. More useful for radii larger then 4, when the explosion becomes less "blocky".
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/// </summary>
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/// <remarks>
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/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
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/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
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/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
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/// actual radius.
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/// </remarks>
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public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
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{
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// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
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// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
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// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
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// reasonably well.
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// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
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// enough.
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var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
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if (maxIntensity <= 0 || slope * radius < maxIntensity)
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return coneVolume;
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// This explosion is limited by the maxIntensity.
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// Instead of a cone, we have a conical frustum.
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// Subtract the volume of the missing cone segment, with height:
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var h = slope * radius - maxIntensity;
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return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
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}
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/// <summary>
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/// Inverse formula for <see cref="RadiusToIntensity"/>
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/// </summary>
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public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
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{
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// max radius to avoid being capped by max-intensity
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var r0 = maxIntensity / slope;
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// volume at r0
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var v0 = RadiusToIntensity(r0, slope);
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if (totalIntensity <= v0)
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{
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// maxIntensity is a non-issue, can use simple inverse formula
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return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
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}
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return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
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}
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/// <summary>
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/// Queue an explosions, centered on some entity.
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/// </summary>
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public void QueueExplosion(
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EntityUid uid,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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EntityUid? user = null,
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bool addLog = true)
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{
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var pos = Transform(uid);
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var mapPos = _transformSystem.GetMapCoordinates(pos);
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var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
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QueueExplosion(mapPos, typeId, totalIntensity, slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
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if (!addLog)
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return;
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var entPos = (posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]"); // WD EDIT
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if (user == null)
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{
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_adminLogger.Add(LogType.Explosion, LogImpact.High,
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$"{ToPrettyString(uid):entity} exploded ({typeId}) at Pos:{entPos} with intensity {totalIntensity} slope {slope}");
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_chatManager.SendAdminAnnouncement(Loc.GetString("admin-chatalert-explosion-no-player",
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("entity", ToPrettyString(uid)), ("coordinates", entPos), ("intensity", totalIntensity), ("slope", slope)));
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}
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else
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{
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_adminLogger.Add(LogType.Explosion, LogImpact.High,
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$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{entPos} with intensity {totalIntensity} slope {slope}");
|
|
var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
|
|
if (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
|
|
_chatManager.SendAdminAnnouncement(Loc.GetString("admin-chatalert-explosion-player",
|
|
("player", $"{ToPrettyString(user.Value):user}"),("entity", ToPrettyString(uid)), ("coordinates", entPos), ("intensity", totalIntensity), ("slope", slope)));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queue an explosion, with a specified epicenter and set of starting tiles.
|
|
/// </summary>
|
|
public void QueueExplosion(MapCoordinates epicenter,
|
|
string typeId,
|
|
float totalIntensity,
|
|
float slope,
|
|
float maxTileIntensity,
|
|
float tileBreakScale = 1f,
|
|
int maxTileBreak = int.MaxValue,
|
|
bool canCreateVacuum = true,
|
|
bool addLog = true)
|
|
{
|
|
if (totalIntensity <= 0 || slope <= 0)
|
|
return;
|
|
|
|
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
|
|
{
|
|
Log.Error($"Attempted to spawn unknown explosion prototype: {type}");
|
|
return;
|
|
}
|
|
|
|
if (addLog) // dont log if already created a separate, more detailed, log.
|
|
_adminLogger.Add(LogType.Explosion, LogImpact.High, $"Explosion ({typeId}) spawned at {epicenter:coordinates} with intensity {totalIntensity} slope {slope}");
|
|
|
|
// try to combine explosions on the same tile if they are the same type
|
|
foreach (var queued in _queuedExplosions)
|
|
{
|
|
// ignore different types or those on different maps
|
|
if (queued.Proto.ID != type.ID || queued.Epicenter.MapId != epicenter.MapId)
|
|
continue;
|
|
|
|
var dst2 = queued.Proto.MaxCombineDistance * queued.Proto.MaxCombineDistance;
|
|
var direction = queued.Epicenter.Position - epicenter.Position;
|
|
if (direction.LengthSquared() > dst2)
|
|
continue;
|
|
|
|
// they are close enough to combine so just add total intensity and prevent queuing another one
|
|
queued.TotalIntensity += totalIntensity;
|
|
return;
|
|
}
|
|
|
|
var boom = new QueuedExplosion()
|
|
{
|
|
Epicenter = epicenter,
|
|
Proto = type,
|
|
TotalIntensity = totalIntensity,
|
|
Slope = slope,
|
|
MaxTileIntensity = maxTileIntensity,
|
|
TileBreakScale = tileBreakScale,
|
|
MaxTileBreak = maxTileBreak,
|
|
CanCreateVacuum = canCreateVacuum
|
|
};
|
|
_explosionQueue.Enqueue(boom);
|
|
_queuedExplosions.Add(boom);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
|
|
/// information about the affected tiles for the explosion system to process. It will also trigger the
|
|
/// camera shake and sound effect.
|
|
/// </summary>
|
|
private Explosion? SpawnExplosion(QueuedExplosion queued)
|
|
{
|
|
var pos = queued.Epicenter;
|
|
if (!_mapManager.MapExists(pos.MapId))
|
|
return null;
|
|
|
|
var results = GetExplosionTiles(pos, queued.Proto.ID, queued.TotalIntensity, queued.Slope, queued.MaxTileIntensity);
|
|
|
|
if (results == null)
|
|
return null;
|
|
|
|
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
|
|
|
|
var visualEnt = CreateExplosionVisualEntity(pos, queued.Proto.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
|
|
|
|
// camera shake
|
|
CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
|
|
|
|
//For whatever bloody reason, sound system requires ENTITY coordinates.
|
|
var mapEntityCoords = EntityCoordinates.FromMap(_mapManager.GetMapEntityId(pos.MapId), pos, _transformSystem, EntityManager);
|
|
|
|
// play sound.
|
|
// for the normal audio, we want everyone in pvs range
|
|
// + if the bomb is big enough, people outside of it too
|
|
// this is capped to 30 because otherwise really huge bombs
|
|
// will attempt to play regular audio for people who can't hear it anyway because the epicenter is so far away
|
|
var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
|
|
var filter = Filter.Pvs(pos).AddInRange(pos, audioRange);
|
|
var sound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
|
|
? queued.Proto.SmallSound
|
|
: queued.Proto.Sound;
|
|
|
|
_audio.PlayStatic(sound, filter, mapEntityCoords, true, sound.Params);
|
|
|
|
// play far sound
|
|
// far sound should play for anyone who wasn't in range of any of the effects of the bomb
|
|
var farAudioRange = iterationIntensity.Count * 5;
|
|
var farFilter = Filter.Empty().AddInRange(pos, farAudioRange).RemoveInRange(pos, audioRange);
|
|
var farSound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
|
|
? queued.Proto.SmallSoundFar
|
|
: queued.Proto.SoundFar;
|
|
|
|
_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
|
|
|
|
return new Explosion(this,
|
|
queued.Proto,
|
|
spaceData,
|
|
gridData.Values.ToList(),
|
|
iterationIntensity,
|
|
pos,
|
|
spaceMatrix,
|
|
area,
|
|
// TODO: instead of le copy paste fields refactor so it has QueuedExplosion as a field?
|
|
queued.TileBreakScale,
|
|
queued.MaxTileBreak,
|
|
queued.CanCreateVacuum,
|
|
EntityManager,
|
|
_mapManager,
|
|
visualEnt);
|
|
}
|
|
|
|
private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
|
|
{
|
|
var players = Filter.Empty();
|
|
players.AddInRange(epicenter, range, _playerManager, EntityManager);
|
|
|
|
foreach (var player in players.Recipients)
|
|
{
|
|
if (player.AttachedEntity is not { } uid)
|
|
continue;
|
|
|
|
var playerPos = Transform(player.AttachedEntity!.Value).WorldPosition;
|
|
var delta = epicenter.Position - playerPos;
|
|
|
|
if (delta.EqualsApprox(Vector2.Zero))
|
|
delta = new(0.01f, 0);
|
|
|
|
var distance = delta.Length();
|
|
var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
|
|
if (effect > 0.01f)
|
|
_recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
|
|
}
|
|
}
|
|
|
|
private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
|
|
{
|
|
var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
|
|
|
|
args.Msg.PushNewline();
|
|
args.Msg.AddMarkup(Loc.GetString(component.Examine, ("value", value)));
|
|
}
|
|
}
|