mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
419 lines
17 KiB
C#
419 lines
17 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.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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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.Explosion.Components;
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using Content.Shared.Explosion.EntitySystems;
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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.GameObjects;
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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.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 : SharedExplosionSystem
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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 MapSystem _mapSystem = 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 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<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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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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public static readonly ProtoId<ExplosionPrototype> 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(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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// Handled by ExplosionSystem.Processing.cs
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SubscribeLocalEvent<MapRemovedEvent>(OnMapRemoved);
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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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_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(EntityUid uid, 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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/// <inheritdoc/>
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public override 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 = !explosive.Repeatable;
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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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QueueDel(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(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, uid, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
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if (!addLog)
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return;
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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:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
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}
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else
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{
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var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
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var logImpact = (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
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? LogImpact.Extreme
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: LogImpact.High;
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_adminLogger.Add(LogType.Explosion, logImpact,
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$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
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}
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}
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/// <summary>
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/// Queue an explosion, with a specified epicenter and set of starting tiles.
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/// </summary>
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public void QueueExplosion(MapCoordinates epicenter,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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EntityUid? cause,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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bool addLog = true)
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{
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if (totalIntensity <= 0 || slope <= 0)
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return;
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
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{
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Log.Error($"Attempted to spawn unknown explosion prototype: {type}");
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return;
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}
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if (addLog) // dont log if already created a separate, more detailed, log.
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_adminLogger.Add(LogType.Explosion, LogImpact.High, $"Explosion ({typeId}) spawned at {epicenter:coordinates} with intensity {totalIntensity} slope {slope}");
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// try to combine explosions on the same tile if they are the same type
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foreach (var queued in _queuedExplosions)
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{
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// ignore different types or those on different maps
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if (queued.Proto.ID != type.ID || queued.Epicenter.MapId != epicenter.MapId)
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continue;
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var dst2 = queued.Proto.MaxCombineDistance * queued.Proto.MaxCombineDistance;
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var direction = queued.Epicenter.Position - epicenter.Position;
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if (direction.LengthSquared() > dst2)
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continue;
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// they are close enough to combine so just add total intensity and prevent queuing another one
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|
queued.TotalIntensity += totalIntensity;
|
|
return;
|
|
}
|
|
|
|
var boom = new QueuedExplosion(type)
|
|
{
|
|
Epicenter = epicenter,
|
|
TotalIntensity = totalIntensity,
|
|
Slope = slope,
|
|
MaxTileIntensity = maxTileIntensity,
|
|
TileBreakScale = tileBreakScale,
|
|
MaxTileBreak = maxTileBreak,
|
|
CanCreateVacuum = canCreateVacuum,
|
|
Cause = cause
|
|
};
|
|
_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 (!_mapSystem.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 = _transformSystem.ToCoordinates(_mapSystem.GetMap(pos.MapId), pos);
|
|
|
|
// 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
|
|
//
|
|
// TODO EXPLOSION redo this.
|
|
// Use the Filter.Pvs range-multiplier option instead of AddInRange.
|
|
// Also the default PVS range is 25*2 = 50. So capping it at 30 makes no sense here.
|
|
// So actually maybe don't use Filter.Pvs at all and only use AddInRange?
|
|
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,
|
|
queued.Cause,
|
|
_map);
|
|
}
|
|
|
|
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 EntityUid uid)
|
|
continue;
|
|
|
|
var playerPos = _transformSystem.GetWorldPosition(player.AttachedEntity!.Value);
|
|
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);
|
|
}
|
|
}
|
|
}
|