mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 00:57:26 +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...
444 lines
20 KiB
C#
444 lines
20 KiB
C#
using Content.Server.Shuttles.Components;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Audio;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Slippery;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Numerics;
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namespace Content.Server.Shuttles.Systems;
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// shuttle impact damage ported from Goobstation (AGPLv3) with agreement of all coders involved
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public sealed partial class ShuttleSystem
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{
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private bool _enabled;
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private float _minimumImpactInertia;
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private float _minimumImpactVelocity;
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private float _tileBreakEnergyMultiplier;
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private float _damageMultiplier;
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private float _structuralDamage;
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private float _sparkEnergy;
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private float _impactRadius;
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private float _impactSlowdown;
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private float _minThrowVelocity;
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private float _massBias;
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private float _inertiaScaling;
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// this doesn't update if plating mass is changed but edgecase
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private float _platingMass;
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private const float _sparkChance = 0.2f;
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// shuttle mass to consider the neutral point for inertia scaling
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private const float _baseShuttleMass = 50f;
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// exists primarily for optimisation so not a cvar
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private const float _minImpulseVelocity = 0.07f;
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// high-speed collisions tend to be a series of increasingly smaller collisions so don't spam admin logs
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private readonly TimeSpan _adminLogSpacing = TimeSpan.FromSeconds(3);
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private readonly SoundCollectionSpecifier _shuttleImpactSound = new("ShuttleImpactSound");
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private readonly ProtoId<ContentTileDefinition> _platingId = "Plating";
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private readonly EntProtoId _sparkEffect = "EffectSparks";
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private EntityQuery<DamageableComponent> _dmgQuery;
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private EntityQuery<ProjectileComponent> _projQuery;
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private HashSet<EntityUid> _countedEnts = new();
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private HashSet<EntityUid> _intersecting = new();
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// for _adminLogSpacing
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private Dictionary<EntityUid, TimeSpan> _impactedAt = new();
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private void InitializeImpact()
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{
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SubscribeLocalEvent<ShuttleComponent, StartCollideEvent>(OnShuttleCollide);
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_dmgQuery = GetEntityQuery<DamageableComponent>();
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_projQuery = GetEntityQuery<ProjectileComponent>();
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Subs.CVar(_cfg, CCVars.ImpactEnabled, value => _enabled = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactVelocity, value => _minimumImpactVelocity = value, true);
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Subs.CVar(_cfg, CCVars.TileBreakEnergyMultiplier, value => _tileBreakEnergyMultiplier = value, true);
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Subs.CVar(_cfg, CCVars.ImpactDamageMultiplier, value => _damageMultiplier = value, true);
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Subs.CVar(_cfg, CCVars.ImpactStructuralDamage, value => _structuralDamage = value, true);
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Subs.CVar(_cfg, CCVars.SparkEnergy, value => _sparkEnergy = value, true);
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Subs.CVar(_cfg, CCVars.ImpactRadius, value => _impactRadius = value, true);
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Subs.CVar(_cfg, CCVars.ImpactSlowdown, value => _impactSlowdown = value, true);
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Subs.CVar(_cfg, CCVars.ImpactMinThrowVelocity, value => _minThrowVelocity = value, true);
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Subs.CVar(_cfg, CCVars.ImpactMassBias, value => _massBias = value, true);
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Subs.CVar(_cfg, CCVars.ImpactInertiaScaling, value => _inertiaScaling = value, true);
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_platingMass = _protoManager.Index(_platingId).Mass;
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}
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/// <summary>
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/// Handles collision between two shuttles, applying impact damage and effects.
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/// </summary>
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private void OnShuttleCollide(EntityUid uid, ShuttleComponent component, ref StartCollideEvent args)
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{
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if (TerminatingOrDeleted(uid) || EntityManager.IsQueuedForDeletion(uid)
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|| TerminatingOrDeleted(args.OtherEntity) || EntityManager.IsQueuedForDeletion(args.OtherEntity)
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)
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return;
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if (!_gridQuery.TryComp(args.OurEntity, out var ourGrid) ||
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!_gridQuery.TryComp(args.OtherEntity, out var otherGrid)
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)
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return;
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var ourBody = args.OurBody;
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var otherBody = args.OtherBody;
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// TODO: Would also be nice to have a continuous sound for scraping.
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var ourXform = Transform(args.OurEntity);
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var otherXform = Transform(args.OtherEntity);
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var worldPoints = args.WorldPoints;
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var worldNormal = args.WorldNormal;
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for (var i = 0; i < worldPoints.Length; i++)
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{
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var worldPoint = worldPoints[i];
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var ourPoint = _transform.ToCoordinates((args.OurEntity, ourXform), new MapCoordinates(worldPoint, ourXform.MapID));
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var otherPoint = _transform.ToCoordinates((args.OtherEntity, otherXform), new MapCoordinates(worldPoint, otherXform.MapID));
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var ourVelocity = _physics.GetLinearVelocity(args.OurEntity, ourPoint.Position, ourBody, ourXform);
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var otherVelocity = _physics.GetLinearVelocity(args.OtherEntity, otherPoint.Position, otherBody, otherXform);
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var topDiff = (ourVelocity - otherVelocity);
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var jungleDiff = topDiff.Length();
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// Get the velocity in relation to the contact normal
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// If this still causes issues see https://box2d.org/posts/2020/06/ghost-collisions/
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// This should only be a potential problem on chunk seams.
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var dotProduct = MathF.Abs(Vector2.Dot(topDiff.Normalized(), worldNormal.Normalized()));
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jungleDiff *= dotProduct;
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// this is cursed but makes it so that collisions of small grid with large grid count the inertia as being approximately the small grid's
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var effectiveInertiaMult = (ourBody.FixturesMass * otherBody.FixturesMass) / (ourBody.FixturesMass + otherBody.FixturesMass);
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var effectiveInertia = jungleDiff * effectiveInertiaMult;
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// TODO: squish damage so that a tiny splinter grid can't stop 2 big grids by being in the way
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if (jungleDiff < _minimumImpactVelocity && effectiveInertia < _minimumImpactInertia
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|| ourXform.MapUid == null
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|| float.IsNaN(jungleDiff))
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{
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continue;
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}
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// Play impact sound
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var coordinates = new EntityCoordinates(ourXform.MapUid.Value, worldPoint);
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var volume = MathF.Min(10f, MathF.Pow(jungleDiff, 0.5f) - 5f);
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var audioParams = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(volume);
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_audio.PlayPvs(_shuttleImpactSound, coordinates, audioParams);
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// if we're not enabled, stop after playing sound
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if (!_enabled)
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continue;
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// Convert the collision point directly to tile indices
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var ourTile = new Vector2i((int)Math.Floor(ourPoint.X / ourGrid.TileSize), (int)Math.Floor(ourPoint.Y / ourGrid.TileSize));
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var otherTile = new Vector2i((int)Math.Floor(otherPoint.X / otherGrid.TileSize), (int)Math.Floor(otherPoint.Y / otherGrid.TileSize));
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var ourMass = GetRegionMass(args.OurEntity, ourGrid, ourTile, _impactRadius, out var ourTiles);
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var otherMass = GetRegionMass(args.OtherEntity, otherGrid, otherTile, _impactRadius, out var otherTiles);
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// just in case
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if (ourTiles == 0 || otherTiles == 0)
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continue;
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Log.Info($"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)}; our mass: {ourMass}, other: {otherMass}, velocity {jungleDiff}, impact point {worldPoint}");
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// E = MV^2/2
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var energyMult = MathF.Pow(jungleDiff, 2) / 2;
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// mass-based damage reduction to grid with more mass so that plastitanium block rammer doesn't die to lattice
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var ourMassDR = MathF.Max(otherMass / ourMass, 1f);
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var otherMassDR = MathF.Max(ourMass / otherMass, 1f);
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// multiplier to make large grids not just bonk against each other
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var inertiaMult = MathF.Pow(effectiveInertiaMult / _baseShuttleMass, _inertiaScaling);
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var toUsEnergy = otherMass * energyMult * inertiaMult * ourMassDR;
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var toOtherEnergy = ourMass * energyMult * inertiaMult * otherMassDR;
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var impact = LogImpact.High;
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// if impact isn't tiny, log it as extreme
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if (toUsEnergy + toOtherEnergy > 2f * _tileBreakEnergyMultiplier * _platingMass)
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impact = LogImpact.Extreme;
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// TODO: would be nice for it to also log who is piloting the grid(s)
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if (CheckShouldLog(args.OurEntity) && CheckShouldLog(args.OtherEntity))
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_logger.Add(LogType.ShuttleImpact, impact, $"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)} at {worldPoint}");
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_impactedAt[args.OurEntity] = _gameTiming.CurTime;
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_impactedAt[args.OtherEntity] = _gameTiming.CurTime;
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// uses local region mass for slowdown calculation so lattice doesn't have same slowdown as wall block
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var totalInertia = ourVelocity * ourMass + otherVelocity * otherMass;
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var inelasticVel = totalInertia / (ourMass + otherMass);
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DoGridImpact((args.OurEntity, ourGrid, ourXform, ourBody), args.OurFixture, inelasticVel, ourVelocity, ourTile, ourTiles, toUsEnergy);
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DoGridImpact((args.OtherEntity, otherGrid, otherXform, otherBody), args.OtherFixture, inelasticVel, otherVelocity, otherTile, otherTiles, toOtherEnergy);
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}
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}
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private void DoGridImpact(Entity<MapGridComponent, TransformComponent, PhysicsComponent> ent,
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Fixture fix,
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Vector2 inelasticVelocity,
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Vector2 velocity,
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Vector2i tile,
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int tiles,
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float energy)
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{
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// for readability to not have .Comp1 .Comp2 for everything
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var (_, grid, xform, body) = ent;
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// radius in which to actually do things so we don't hurt person 4 tiles away on slow bump
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var radius = Math.Min(_impactRadius, MathF.Sqrt(energy / _tileBreakEnergyMultiplier / _platingMass));
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// slow us down since destroying impacting grid tiles prevents the collision
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// without this impacts which destroy tiles just make grids slice straight through each other
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var postImpactVelocity = Vector2.Lerp(velocity, inelasticVelocity, MathF.Min(1f, _impactSlowdown * tiles * fix.Density / body.FixturesMass));
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var deltaV = -velocity + postImpactVelocity;
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_physics.ApplyLinearImpulse(ent, deltaV * body.FixturesMass, body: body);
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// process tile and entity damage
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ProcessImpactZone(ent, grid, tile, energy, deltaV.Normalized(), radius);
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// throw every entity on grid if the impulse is not negligible
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if (deltaV.Length() > _minImpulseVelocity)
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ThrowEntitiesOnGrid(ent, xform, -deltaV);
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}
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/// <summary>
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/// Knocks and throws all unbuckled entities on the specified grid.
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/// </summary>
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private void ThrowEntitiesOnGrid(EntityUid gridUid, TransformComponent xform, Vector2 direction)
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{
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var movedByPressureQuery = GetEntityQuery<MovedByPressureComponent>();
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var knockdownTime = TimeSpan.FromSeconds(5);
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var minsq = _minThrowVelocity * _minThrowVelocity;
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// iterate all entities on the grid
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// TODO: only iterate non-static entities
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var childEnumerator = xform.ChildEnumerator;
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while (childEnumerator.MoveNext(out var uid))
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{
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// don't throw static bodies
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if (!_physicsQuery.TryGetComponent(uid, out var physics) || (physics.BodyType & BodyType.Static) != 0)
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continue;
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// don't throw if buckled
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if (_buckle.IsBuckled(uid, _buckleQuery.CompOrNull(uid)))
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continue;
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// don't throw them if they have magboots
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if (movedByPressureQuery.TryComp(uid, out var moved) && !moved.Enabled)
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continue;
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if (direction.LengthSquared() > minsq)
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{
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_stuns.TryKnockdown(uid, knockdownTime, true);
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_throwing.TryThrow(uid, direction, physics, Transform(uid), _projQuery, direction.Length(), playSound: false);
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}
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else
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{
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_physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
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}
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}
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}
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/// <summary>
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/// Structure to hold impact tile processing data for batch processing
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/// </summary>
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private record struct ImpactTileData(Vector2i Tile, float Energy, float DistanceFactor);
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/// <summary>
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/// Gets the total mass of all entities and tiles (using ContentTileDefinition.Mass) belonging to this grid in a circle
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/// </summary>
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private float GetRegionMass(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float radius, out int tileCount)
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{
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tileCount = 0;
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var mass = 0f;
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_countedEnts.Clear();
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foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
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{
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var def = _turf.GetContentTileDefinition(tileRef);
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mass += def.Mass;
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tileCount++;
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_intersecting.Clear();
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_lookup.GetLocalEntitiesIntersecting(uid, tileRef.GridIndices, _intersecting, gridComp: grid);
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foreach (var localUid in _intersecting)
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{
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if (!_countedEnts.Add(localUid))
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continue;
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if (_physicsQuery.TryComp(localUid, out var physics))
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mass += physics.FixturesMass;
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}
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}
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return mass;
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}
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/// <summary>
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/// Processes a zone of tiles around the impact point
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/// </summary>
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private void ProcessImpactZone(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float energy, Vector2 dir, float radius)
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{
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// Create a list of all tiles to process
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var tilesToProcess = new List<ImpactTileData>();
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// Pre-calculate all tiles that need processing
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foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
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{
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var distance = centerTile - tileRef.GridIndices;
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// Calculate distance-based energy falloff
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float distanceFactor = 1.0f - distance.Length / (radius + 1);
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float tileEnergy = energy * distanceFactor;
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tilesToProcess.Add(new ImpactTileData(tileRef.GridIndices, tileEnergy, distanceFactor));
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}
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// Process tiles sequentially for safety
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var brokenTiles = new List<(Vector2i, Tile)>();
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var sparkTiles = new List<Vector2i>();
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ProcessTileBatch(uid, grid, tilesToProcess, dir, 0, tilesToProcess.Count, brokenTiles, sparkTiles);
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// Only proceed with visual effects if the entity still exists
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if (Exists(uid))
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{
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ProcessBrokenTilesAndSparks(uid, grid, brokenTiles, sparkTiles);
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}
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}
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/// <summary>
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/// Process a batch of tiles from the impact zone
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/// </summary>
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private void ProcessTileBatch(
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EntityUid uid,
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MapGridComponent grid,
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List<ImpactTileData> tilesToProcess,
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Vector2 throwDirection,
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int startIndex,
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int endIndex,
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List<(Vector2i, Tile)> brokenTiles,
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List<Vector2i> sparkTiles)
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{
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// here so we don't have to `new` it every iteration
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var damageSpec = new DamageSpecifier()
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{
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DamageDict = { ["Blunt"] = 0, ["Structural"] = 0 }
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};
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var entitiesOnTile = new HashSet<Entity<TransformComponent>>();
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var tileCenter = new Vector2(grid.TileSize / 2f, grid.TileSize / 2f);
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for (var i = startIndex; i < endIndex; i++)
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{
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var tileData = tilesToProcess[i];
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bool canBreakTile = true;
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// Process entities on this tile
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entitiesOnTile.Clear();
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_lookup.GetLocalEntitiesIntersecting(uid, tileData.Tile, entitiesOnTile, gridComp: grid);
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// this loop is a hotspot so tell if you know how to optimise it
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foreach (var localEnt in entitiesOnTile)
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{
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// the query can ocassionally return entities barely touching this tile so check for that
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var toCenter = tileData.Tile + tileCenter - localEnt.Comp.Coordinates.Position;
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if (MathF.Abs(toCenter.X) > 0.5f || MathF.Abs(toCenter.Y) > 0.5f)
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continue;
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if (_dmgQuery.TryComp(localEnt, out var damageable))
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|
{
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// Apply damage scaled by distance but capped to prevent gibbing
|
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var scaledDamage = tileData.Energy * _damageMultiplier;
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damageSpec.DamageDict["Blunt"] = scaledDamage;
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damageSpec.DamageDict["Structural"] = scaledDamage * _structuralDamage;
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_damageSys.TryChangeDamage(localEnt, damageSpec, damageable: damageable);
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}
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// might've been destroyed
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if (TerminatingOrDeleted(localEnt) || EntityManager.IsQueuedForDeletion(localEnt))
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continue;
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|
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if (!_physicsQuery.TryComp(localEnt, out var physics))
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continue;
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|
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// no breaking tiles under walls that haven't been destroyed
|
|
if ((physics.BodyType & BodyType.Static) != 0
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&& (physics.CollisionLayer & (int)CollisionGroup.Impassable) != 0)
|
|
{
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canBreakTile = false;
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|
}
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else
|
|
{
|
|
var direction = throwDirection * tileData.DistanceFactor;
|
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_throwing.TryThrow(localEnt, direction, physics, localEnt.Comp, _projQuery, direction.Length(), playSound: false);
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|
}
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}
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|
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// Mark tiles for spark effects
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if (tileData.Energy > _sparkEnergy && tileData.DistanceFactor > 0.7f && _random.Prob(_sparkChance))
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|
sparkTiles.Add(tileData.Tile);
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|
|
|
if (!canBreakTile)
|
|
continue;
|
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|
|
// Mark tiles for breaking/effects
|
|
var def = _turf.GetContentTileDefinition(_mapSystem.GetTileRef(uid, grid, tileData.Tile));
|
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if (tileData.Energy > def.Mass * _tileBreakEnergyMultiplier)
|
|
brokenTiles.Add((tileData.Tile, Tile.Empty));
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process visual effects and tile breaking after entity processing
|
|
/// </summary>
|
|
private void ProcessBrokenTilesAndSparks(
|
|
EntityUid uid,
|
|
MapGridComponent grid,
|
|
List<(Vector2i, Tile)> brokenTiles,
|
|
List<Vector2i> sparkTiles)
|
|
{
|
|
// Break tiles
|
|
_mapSystem.SetTiles(uid, grid, brokenTiles);
|
|
|
|
if (TerminatingOrDeleted(uid))
|
|
return;
|
|
|
|
// Spawn spark effects
|
|
foreach (var tile in sparkTiles)
|
|
{
|
|
var coords = _mapSystem.GridTileToLocal(uid, grid, tile);
|
|
Spawn(_sparkEffect, coords);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether this impact should be logged to admins.
|
|
/// Used to prevent spamming logs.
|
|
/// </summary>
|
|
private bool CheckShouldLog(EntityUid uid)
|
|
{
|
|
return !(_impactedAt.ContainsKey(uid) && _gameTiming.CurTime < _impactedAt[uid] + _adminLogSpacing);
|
|
}
|
|
}
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