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tweak: better screenshake (#6059)
* tweak: explosion shake directional, distance fall-off partial port of ss14Starlight/space-station-14#3707 by neomoth: 0b6282eb267ef1efc0b2bcd78a39e53a776f1c79 Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com> * tweak: melee shake depends on damage/wielding partial port of ss14Starlight/space-station-14#3707 by neomoth: 0b6282eb267ef1efc0b2bcd78a39e53a776f1c79 Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com> * tweak: explosion kick falloff * chore: remove debug log * feat: melee shake has heavy/light variants instead of only showing for high blunt/wielded * refactor: use MathF instead of Math * tweak: more noticeable camera kick falloff * tweak: generally dampen explosion kick a little more, fall off slower * docs: explain camera kick falloff * docs: remove commented upstream code per review * docs: document screenshake falloff too, clarify distance --------- Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
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neomoth
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@@ -382,11 +382,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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var visualEnt = CreateExplosionVisualEntity(pos, queued.Proto.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
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// camera shake
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// ES START
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// CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
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// ES END
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//For whatever bloody reason, sound system requires ENTITY coordinates.
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var mapEntityCoords = _transformSystem.ToCoordinates(_map.GetMap(pos.MapId), pos);
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@@ -416,12 +411,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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? queued.Proto.SmallSoundFar
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: queued.Proto.SoundFar;
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// ES START
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var farTranslationShake = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
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? new ESScreenshakeParameters() { Trauma = 0.4f, DecayRate = 0.2f, Frequency = 0.014f }
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: new ESScreenshakeParameters() { Trauma = 0.6f, DecayRate = 0.05f, Frequency = 0.014f };
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_shake.Screenshake(filter, farTranslationShake, null);
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// ES END
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CameraShake(iterationIntensity, pos, queued); // Starlight
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_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
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@@ -444,8 +434,13 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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_damageableSystem);
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}
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private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
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private void CameraShake(List<float> rangeList, MapCoordinates epicenter, QueuedExplosion queued) // Starlight - replace range with rangeList, totalIntensity with queued
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{
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// Starlight BEGIN
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var range = rangeList.Count * 4f;
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var totalIntensity = queued.TotalIntensity * 10f;
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// Starlight END
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var players = Filter.Empty();
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players.AddInRange(epicenter, range, _playerManager, EntityManager);
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@@ -463,7 +458,40 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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var distance = delta.Length();
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var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
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if (effect > 0.01f)
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_recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
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{
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// DeltaV - Camera kick falloff START
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// _recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
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// Exponential decay: N(t) = N₀ ⋅ e^(-λ ⋅ t)
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// In this case, N = effect and we aren't decaying over time but with increasing distance from the epicenter,
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// so t = distance / range. Higher values of λ lead to faster decay, lower values to slower decay.
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//
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// severity is a fixed factor used to decrease the overall severity of the camera kick,
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// as the values were so high by default that decay was only becoming really noticeable near range.
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//
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// these changes are made here instead of directly assigning to the effect variable
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// above to maintain the same overall effect range as before.
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const float severity = 0.033f;
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const float lambda = 4f;
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_recoilSystem.KickCamera(uid, -delta.Normalized() * effect * severity * MathF.Exp(-lambda * (distance / range)));
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// DeltaV END
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// Starlight START
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var shakeParams = rangeList.Count < queued.Proto.SmallSoundIterationThreshold
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? new ESScreenshakeParameters() { Trauma = 0.4f, DecayRate = 0.2f, Frequency = 0.014f }
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: new ESScreenshakeParameters() { Trauma = 0.6f, DecayRate = 0.05f, Frequency = 0.014f };
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// DeltaV - Screenshake falloff START
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// Linear falloff with increasing distance from epicenter,
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// capped at certain values to avoid diminishing the effect completely near range.
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shakeParams.DecayRate *= MathF.Min(1 + distance / range, 1.75f);
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shakeParams.Frequency *= MathF.Max(1 - distance / range, 0.33f);
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shakeParams.Trauma *= MathF.Max(1 - distance / range, 0.33f);
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// DeltaV END
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_shake.Screenshake(players, shakeParams, null);
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// Starlight END
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}
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}
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}
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}
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