Files
OldThink/Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
Remuchi 0b2238b57a Merge remote-tracking branch 'upstream/master' into upstream
# 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
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#	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
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#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png
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#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png
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#	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
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#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json
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#	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
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#	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
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#	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
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#	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
2024-03-30 10:36:17 +07:00

445 lines
18 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Chat.Managers;
using Content.Server.Explosion.Components;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NPC.Pathfinding;
using Content.Server.Station.Systems;
using Content.Shared.Audio;
using Content.Shared.Armor;
using Content.Shared.Camera;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Projectiles;
using Content.Shared.Throwing;
using Robust.Server.GameStates;
using Robust.Server.Player;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
private EntityQuery<TransformComponent> _transformQuery;
private EntityQuery<FlammableComponent> _flammableQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<ProjectileComponent> _projectileQuery;
//WD-EDIT
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
//WD-EDIT
/// <summary>
/// "Tile-size" for space when there are no nearby grids to use as a reference.
/// </summary>
public const ushort DefaultTileSize = 1;
public const int MaxExplosionAudioRange = 30;
/// <summary>
/// The "default" explosion prototype.
/// </summary>
/// <remarks>
/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
/// a "default" option specified outside of yaml data-fields. Hence this const string.
/// </remarks>
[ValidatePrototypeId<ExplosionPrototype>]
public const string DefaultExplosionPrototypeId = "Default";
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(_prototypeManager.HasIndex<ExplosionPrototype>(DefaultExplosionPrototypeId));
// handled in ExplosionSystem.GridMap.cs
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// 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).
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
// Handled by ExplosionSystem.Processing.cs
SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
// handled in ExplosionSystemAirtight.cs
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
SubscribeCvars();
InitAirtightMap();
InitVisuals();
_transformQuery = GetEntityQuery<TransformComponent>();
_flammableQuery = GetEntityQuery<FlammableComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_projectileQuery = GetEntityQuery<ProjectileComponent>();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
_explosionQueue.Clear();
_queuedExplosions.Clear();
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
public override void Shutdown()
{
base.Shutdown();
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
private void RelayedResistance(
EntityUid uid,
ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
if (component.Worn)
OnGetResistance(uid, component, ref args.Args);
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}
/// <summary>
/// Given an entity with an explosive component, spawn the appropriate explosion.
/// </summary>
/// <remarks>
/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
/// solution in a reaction).
/// </remarks>
public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
{
// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
// but may not actually be explosive.
if (!Resolve(uid, ref explosive, logMissing: false))
return;
// No reusable explosions here.
if (explosive.Exploded)
return;
explosive.Exploded = true;
// Override the explosion intensity if optional arguments were provided.
if (radius != null)
totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
totalIntensity ??= explosive.TotalIntensity;
QueueExplosion(uid,
explosive.ExplosionType,
(float) totalIntensity,
explosive.IntensitySlope,
explosive.MaxIntensity,
explosive.TileBreakScale,
explosive.MaxTileBreak,
explosive.CanCreateVacuum,
user);
if (explosive.DeleteAfterExplosion ?? delete)
EntityManager.QueueDeleteEntity(uid);
}
/// <summary>
/// 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".
/// </summary>
/// <remarks>
/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
/// actual radius.
/// </remarks>
public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
{
// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
// reasonably well.
// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
// enough.
var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
if (maxIntensity <= 0 || slope * radius < maxIntensity)
return coneVolume;
// This explosion is limited by the maxIntensity.
// Instead of a cone, we have a conical frustum.
// Subtract the volume of the missing cone segment, with height:
var h = slope * radius - maxIntensity;
return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
}
/// <summary>
/// Inverse formula for <see cref="RadiusToIntensity"/>
/// </summary>
public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
{
// max radius to avoid being capped by max-intensity
var r0 = maxIntensity / slope;
// volume at r0
var v0 = RadiusToIntensity(r0, slope);
if (totalIntensity <= v0)
{
// maxIntensity is a non-issue, can use simple inverse formula
return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
}
return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
}
/// <summary>
/// Queue an explosions, centered on some entity.
/// </summary>
public void QueueExplosion(
EntityUid uid,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
EntityUid? user = null,
bool addLog = true)
{
var pos = Transform(uid);
var mapPos = _transformSystem.GetMapCoordinates(pos);
var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
QueueExplosion(mapPos, typeId, totalIntensity, slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
if (!addLog)
return;
var entPos = (posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]"); // WD EDIT
if (user == null)
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(uid):entity} exploded ({typeId}) at Pos:{entPos} with intensity {totalIntensity} slope {slope}");
_chatManager.SendAdminAnnouncement(Loc.GetString("admin-chatalert-explosion-no-player",
("entity", ToPrettyString(uid)), ("coordinates", entPos), ("intensity", totalIntensity), ("slope", slope)));
}
else
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{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)));
}
}