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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
183 lines
7.8 KiB
C#
183 lines
7.8 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Destructible;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Map.Components;
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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 DestructibleSystem _destructibleSystem = default!;
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private readonly Dictionary<string, int> _explosionTypes = new();
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private void InitAirtightMap()
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{
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// Currently explosion prototype hot-reload isn't supported, as it would involve completely re-computing the
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// airtight map. Could be done, just not yet implemented.
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// for storing airtight entity damage thresholds for all anchored airtight entities, we will use integers in
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// place of id-strings. This initializes the string <--> id association.
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// This allows us to replace a Dictionary<string, float> with just a float[].
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int index = 0;
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foreach (var prototype in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
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{
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_explosionTypes.Add(prototype.ID, index);
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index++;
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}
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}
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// The explosion intensity required to break an entity depends on the explosion type. So it is stored in a
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// Dictionary<string, float>
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//
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// Hence, each tile has a tuple (Dictionary<string, float>, AtmosDirection). This specifies what directions are
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// blocked, and how intense a given explosion type needs to be in order to destroy ALL airtight entities on that
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// tile. This is the TileData struct.
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//
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// We then need this data for every tile on a grid. So this mess of a variable maps the Grid ID and Vector2i grid
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// indices to this tile-data struct.
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private Dictionary<EntityUid, Dictionary<Vector2i, TileData>> _airtightMap = new();
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public void UpdateAirtightMap(EntityUid gridId, Vector2i tile, MapGridComponent? grid = null, EntityQuery<AirtightComponent>? query = null)
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{
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if (Resolve(gridId, ref grid, false))
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UpdateAirtightMap(gridId, grid, tile, query);
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}
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/// <summary>
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/// Update the map of explosion blockers.
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/// </summary>
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/// <remarks>
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/// Gets a list of all airtight entities on a tile. Assembles a <see cref="AtmosDirection"/> that specifies
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/// what directions are blocked, along with the largest explosion tolerance. Note that as we only keep track
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/// of the largest tolerance, this means that the explosion map will actually be inaccurate if you have
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/// something like a normal and a reinforced windoor on the same tile. But given that this is a pretty rare
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/// occurrence, I am fine with this.
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/// </remarks>
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public void UpdateAirtightMap(EntityUid gridId, MapGridComponent grid, Vector2i tile, EntityQuery<AirtightComponent>? query = null)
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{
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var tolerance = new float[_explosionTypes.Count];
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var blockedDirections = AtmosDirection.Invalid;
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if (!_airtightMap.ContainsKey(gridId))
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_airtightMap[gridId] = new();
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query ??= GetEntityQuery<AirtightComponent>();
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var damageQuery = GetEntityQuery<DamageableComponent>();
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var destructibleQuery = GetEntityQuery<DestructibleComponent>();
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var anchoredEnumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridId, grid, tile);
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while (anchoredEnumerator.MoveNext(out var uid))
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{
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if (!query.Value.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
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continue;
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blockedDirections |= airtight.AirBlockedDirection;
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var entityTolerances = GetExplosionTolerance(uid.Value, damageQuery, destructibleQuery);
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for (var i = 0; i < tolerance.Length; i++)
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{
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tolerance[i] = Math.Max(tolerance[i], entityTolerances[i]);
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}
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}
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if (blockedDirections != AtmosDirection.Invalid)
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_airtightMap[gridId][tile] = new(tolerance, blockedDirections);
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else
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_airtightMap[gridId].Remove(tile);
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}
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/// <summary>
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/// On receiving damage, re-evaluate how much explosion damage is needed to destroy an airtight entity.
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/// </summary>
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private void OnAirtightDamaged(EntityUid uid, AirtightComponent airtight, DamageChangedEvent args)
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{
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// do we need to update our explosion blocking map?
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if (!airtight.AirBlocked)
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return;
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if (!TryComp(uid, out TransformComponent? transform) || !transform.Anchored)
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return;
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if (!TryComp<MapGridComponent>(transform.GridUid, out var grid))
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return;
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UpdateAirtightMap(transform.GridUid.Value, grid, _mapSystem.CoordinatesToTile(transform.GridUid.Value, grid, transform.Coordinates));
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}
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/// <summary>
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/// Return a dictionary that specifies how intense a given explosion type needs to be in order to destroy an entity.
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/// </summary>
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public float[] GetExplosionTolerance(
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EntityUid uid,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<DestructibleComponent> destructibleQuery)
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{
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// How much total damage is needed to destroy this entity? This also includes "break" behaviors. This ASSUMES
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// that this will result in a non-airtight entity.Entities that ONLY break via construction graph node changes
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// are currently effectively "invincible" as far as this is concerned. This really should be done more rigorously.
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var totalDamageTarget = FixedPoint2.MaxValue;
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if (destructibleQuery.TryGetComponent(uid, out var destructible))
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{
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totalDamageTarget = _destructibleSystem.DestroyedAt(uid, destructible);
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}
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var explosionTolerance = new float[_explosionTypes.Count];
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if (totalDamageTarget == FixedPoint2.MaxValue || !damageQuery.TryGetComponent(uid, out var damageable))
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{
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for (var i = 0; i < explosionTolerance.Length; i++)
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{
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explosionTolerance[i] = float.MaxValue;
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}
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return explosionTolerance;
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}
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// What multiple of each explosion type damage set will result in the damage exceeding the required amount? This
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// does not support entities dynamically changing explosive resistances (e.g. via clothing). But these probably
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// shouldn't be airtight structures anyways....
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foreach (var (id, index) in _explosionTypes)
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{
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(id, out var explosionType))
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continue;
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// evaluate the damage that this damage type would do to this entity
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var damagePerIntensity = FixedPoint2.Zero;
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foreach (var (type, value) in explosionType.DamagePerIntensity.DamageDict)
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{
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if (!damageable.Damage.DamageDict.ContainsKey(type))
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continue;
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var ev = new GetExplosionResistanceEvent(explosionType.ID);
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RaiseLocalEvent(uid, ref ev);
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damagePerIntensity += value * Math.Max(0, ev.DamageCoefficient);
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}
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explosionTolerance[index] = damagePerIntensity > 0
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? (float) ((totalDamageTarget - damageable.TotalDamage) / damagePerIntensity)
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: float.MaxValue;
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}
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return explosionTolerance;
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}
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/// <summary>
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/// Data struct that describes the explosion-blocking airtight entities on a tile.
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/// </summary>
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public struct TileData
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{
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public TileData(float[] explosionTolerance, AtmosDirection blockedDirections)
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{
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ExplosionTolerance = explosionTolerance;
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BlockedDirections = blockedDirections;
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}
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public float[] ExplosionTolerance;
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public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
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}
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}
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