Files
Delta-v/Content.Server/Explosion/EntitySystems/ExplosionSystem.Processing.cs
T
+88 22aa10443e upstream merge 27/04/2025 (#3596)
* Fix glass duplication with beakers (#34441)

Update chemistry.yml

Fixing glass dupe.

* Automatic changelog update

* Heterochromia for Moth (#36061)

* 1

* Fix local

* formatting

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Salvage Airlock (#36375)

* Salvage

* atmos a

* more muted colours

* Mapping Related to AI

* Fixed small naming inconsistency

* Revert "Fixed small naming inconsistency"

This reverts commit 985e1fd46a09e521c11dc345f470228e7907fbb9.

* Revert "Mapping Related to AI"

This reverts commit 5d5ae4feb819396c5c2a7413399ab5ce34f8683b.

* Revert "atmos a"

This reverts commit 529831e2584df27fa102ee1c970948fa3b6bab56.

* indent

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Departmental shelves whitelist expansion (Attempt №3) (#34292) (disabled)

* Expand-Shelves-Whitelist

Made departmental shelves hold a wider variety of items.

* Accidentally included "Packet" twice

* Automatic changelog update

* Replace GetEntitiesInTile with EntityLookupSystem equivalent (#36756)

* commit GET!!

* minor cleanup

* Automatic changelog update

* Unused dependency cleanup. (#36760)

* take 2! fight!!!

* final touches

* reeeeeee

* Fire protection for ERT engineering hardsuit (#34949)

* Automatic changelog update

* Nonlethal throwables crate (#35808)

* Automatic changelog update

* Use non-generic TryComp in `StationSpawningSystem` (#36769)

Use non-generic TryComp in StationSpawningSystem

* Add marker components for admin shenanigans (#36776)

* Automatic changelog update

* Restore `LimitedChargesComponent.MaxCharges` default value to 3 (#36778)

* Wizard Figure Voiceline Fix #36771 (#36779)

DA WIZARDgit add -A

* change MV cable outline (#36751)

* change MV cable outline

* zamn

* The Beverage Jug Can Now Look Open (#36070)

* GenJug-Changes

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Guh

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Support For the Rest

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* New Sprites

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Newest Sprites

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

---------

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Pirate Gear Tweaks. (#35986)

* Tweaked pirate gear to be in-line with similar items.

* Added attribution for flashlight sprites, made hardsuits Major Contraband

* Added empty versions of the pirate revolver and flintlock.

* Test fail fix hopefully?

* Test fail fix hopefully V2.0

* Test fail fix hopefully V3.0

* Test fail fix hopefully V4.0

---------

Co-authored-by: RedBookcase <Usualmoves@gmail.com>

* Automatic changelog update

* Markings overhaul (#35938)

* markings displacement setup

* ok i got it!

* fix map updating

* remove trackingLayers

* markings clean up and modernizize

* marking disabling displacements

* markings restriction

* dehihienize

* dehihiniezize 2

* aa

* nice

* Automatic changelog update

* Resprite main altars (#35685)

* resprite main altars

* updated meta.json

* Automatic changelog update

* Adds beanies to the WinterDrobe! (#32946)

* sprites

* messing with the ymls

* new sprites

* that's a lotta yaml

* make the sprites gooder

* color adjustment

* to the winterdrobe with you

* layering fix

* Automatic changelog update

* Santa hat with a foldable beard (#36510)

* Added foldable component to santa hat

* Modified sprites, modified YAML. YAML is cursed

* Changed santa hat description to mention the beard fold

* Removed HideLayerClothing since it doesnt work

* Changed the prefix from "beard" to "nobeard" to match with the fold/unfold verb

* Credits for sprite changes

---------

Co-authored-by: Lanedon <matth.galvez@gmail>

* Automatic changelog update

* Puddle Code Slipping Cleanup (#35845)

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Actually dirty the slipComp for real

* Added Friction field to Reagent Prototype per design discussion

* Sliding system is kill

* The Bartender can now make Eggnog (#34065)

* Preliminary eggnog changes (egg in shaker crashes?)

* Fixed eggnog reagent name and description

* added - to flavor

* deleted a space

* Added eggnog glass sprite

* changed fill levels to match rsi

* Added two more fill levels to eggnog

* Removed fizziness, changed physical description, and fixed rsi

---------

Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Require traitors to maroon their objective no matter what (#35825)

* jesus

* okay.

* OOPS

* ok

* ok

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* ok

* Update Resources/Prototypes/Objectives/paradoxClone.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Objectives/base_objectives.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* m

* ok

* ok

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Wizard Headset (#35732)

* wizardcomms

* wizheadset

* Addressed requested changes and axed wizard channel due to redundancy.

* oops overlooked this, dont tell anyone

* another mistake fixed

* removed wiz encryption key due to redundancy

* accidentally left some punctuation in a now unrelated meta.json

* Automatic changelog update

* Remove MK ULTRA ai name (#35726)

* Remove bad AI names

* Fine, I won't try to sneak this in here.

* Reorder electronics recipe file, add filter categories (#35713)

* electronics split

* split base recipe and category

* all but machines

* machine shuffle

* reorder

* delete unused recipes

* rename cargo to supply

* git weirdness

* git weirdness 2

* Automatic changelog update

* Cleanup warnings in `SharedPortalSystem` (#36747)

* Cleanup warnings in SharedPortalSystem

* Formatting while we're here

* Replace uses of !Any() with Count == 0

* AnyEntitiesIntersecting

* Binomial Number Selector for EntityTables (#36783)

* binomial dist

* lol initialize the int tho idiot

* xml docs my forgotten

* ditto

* Add more ruins (#36785)

* Fix NRE in GasTileOverlaySystem (#36793)

* Automatic changelog update

* Add RGA/RSI to Credits (#36704)

* Add RGA and RSI to Credits

* Move to thread + add directory field

* Further Allocation Tweaks (#36800)

* init

* fix lockboxes

* Automatic changelog update

* Add the medical HUDs to medical's loadouts (except chem) (#32847)

Added the medical HUD and eyepatch to the medical (CMO, doctor, paramed and intern) loadout to let them choose between. Also gives the option for the regular glasses.

* Automatic changelog update

* new salv ruins (#36798)

* hotplate, kitcken grille bugfixes (#34776)

* commit

* cleanup

* Automatic changelog update

* Solution drag and drop now checks if container is closed and drainable (#34683)

drainable fix

* Automatic changelog update

* fix some datasets (#36806)

* Add rehydratable mop bucket cube, refactor the rehydratable yml (#34586)

* Refactor rehydratable items

* Finish main refactor

* Add mop bucket cube

* Move cube sprite and item size to RehydratableAnimalCube

* Fix sprite attribution

* Make it follow the conventions

* Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge

* Fix DehydratedSpaceCarp inheritance overwriting needed components

* no need for this comment

* remove whitespace

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* indentation

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Restore lost description

* reorder stuff

* line

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Increase thief to player ratio (#36531)

* reduce max number of traitors, increase thief to player ratio

* revert traitor max back to 8

* Automatic changelog update

* Added a semi-functional genderfluid pin. (#35854)

* Added a semi-function GenderfluidPin

* Update pins.yml

fix bug

* Fix meta.json under the newly merged "fix as you go" policy

* Update pin description

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Station AI Name Identifier (#36801)

init

* Automatic changelog update

* Makes EventRole Ids properly set ID names. (#28958)

* Add id binding system

* Change so it activates when added too

* Add to eventhumanoid

* Add PDA binding, try to fix some things

* Still not fixed, PDA is working right

* Move to server, add on mind instead

* Implement suggestions

* Fix things

* Finish review stuff

* Messed up cluwne

* Remove after only changing id too

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Various sharedsystem spring cleaning (#36200)

* Various shared system warnings cleanup

* More shared system warnings cleanup

* Rearranging changes

* Using correct transform for unbuckle

* Small changes

* Revert buckle change

* Update Content.Shared/Ghost/SharedGhostSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix some locale strings and make some code for them looks better (#32003)

* Fix a lot locale strings

add functions using
fix identity for meat spike and creaming

* comma

* fixes for fixes

* yeah

* fuck

* Automatic changelog update

* Remove non-functional ninja exemption from `SpawnAndDeleteEntityCountTest` (#36813)

Remove non-functional ninja exemption from SpawnAndDeleteEntityCountTest

* Firelock temperature and pressure warning lights (#28339)

* Add temperature and pressure lights to firelocks

* Replace sprites with new pressure and temperature light versions

* Remove obsolete deny and locked sprites

* Add SpriteSync for warning light animation synchronization

* Teal lights

* Partial animation implementation

* fixup! Teal lights

* Temperature lights

* Adjusted firelock light heights and added final warning light sprites

* Fix colors

* Testing colors

* Update light sprites

* updated sprites

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* Fix bots parenting, emotes (#29949)

* Bots overhaul

* fix

* change speech sound to pai

* purge a lot

* i forgor :trollface:

* adjust

* that aswell

* Automatic changelog update

* Fix identity grammar (#36817)

Fix identity

* Fix Animal Versions of Captain Uniform (#36804)

* scienceevasuit

* update money uniforms

* update meta.json files and hamster hats

* revert scienceevasuit

* revert accidental prisoner eva change

* Automatic changelog update

* Fix vox hair (#36816)

* Fix vox hair

* remove CL

* Tweak Security protection values (#30212)

* Tweak Hardsuits

* HoS/Ward Coats change

* Whoopsie wrong number

god why am i doing this its 1:33 AM and i made a silly mistake...

* Adress Review

Revert Warden hardsuit slowdown to 30% again
Decreased Security hardsuit heat protection down to 20%

* Automatic changelog update

* Added more salvage ruins (#36822)

* Metal foam grenade rework, small tweaks to grenade timers (#34579)

* Automatic changelog update

* dragons can now pry doors (#36811)

* Automatic changelog update

* Make funding allocation computer more configurable (#36790)

* Make funding allocation computer more configurable

* admin logging

* unused

* ccvar enabled

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>

* Automatic changelog update

* Fingerprint taking improvements (#31864)

* now using event to check access to fingerprint

* Opps actually commiting the changes

---------

Co-authored-by: YourUsername <you@example.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>

* Banana cream pie loc improvements (#36829)

* CAPITALIZE(THE($owner))

* Rename "thrower" to "thrown"; use THE($thrown)

* "the banana cream pie" -> "a banana cream pie"

* Simplify filter

* Automatic changelog update

* Command uniform (#32103)

* Added generic command jumpskirt, jumpsuit and cap, and made them available in the HoP's clothing printer.

* fixed generic command jumpskirt and jumpsuit.

* Updated generic command jumpskirt/-suit textures, added generic command beret.

* Fixed game-breaking bug in previous commit relating to the command beret.

* altered generic command soft cap/baseball cap sprites.

* Update Resources/Prototypes/Entities/Clothing/Head/hats.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* review

* whoopsie

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* downprice many cargo orders (#32375)

* atmos repricing

* emitter crate

* materials

* lasers

* revert gun prices

* Automatic changelog update

* Ashen hud item status slot fix (#31411)

* new patchMargin variable added, horizontals fixed

* All sides now work, system is fully integarated

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Ashtray Resprite and Fix (#31643)

* The meat and potatoes

Yup

* Stupid recycler

bruh

* guh

guh

* Update MinorAntagonists.xml (#36836)

* Simulate command in minutes for real (#36808)

* 60

* Fix warning CS0414 instances (#36832)

Fix warning cs0414 instances

* Nerf Firelock electronic prices (#33469)

* Nerf Firelock electronic prices

- make firelock electronics price half of the input cost to make one
(27) rounded up

* Why does firelock make glass?

- remove the Physical composition of glass from
FirelockElectronics as the input does not contain glass
and the output cannot contain half a steel and plastic

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Give Admins "Tails" (#36842)

One line yaml change

* Fix construction orientation being ignored for some objects (#36488)

* fixes

* removed empty "SnapToGrid"s and parent "completed"s

* Automatic changelog update

* elemental.yml & asteroid.yml cleanup (#36448)

* Moth-pockets (#34517)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Four new food crates for the ATS (#33286)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Cleanup: Move folders out of bureaucracy.rsi and paper.yml (#35108)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Improve LocalizedDataset test to check for low Count (#36848)

* Improve LocalizedDataset test to check for low Count

* Fix missing entries for FigurinesFootsoldier

* Add 1 dragon name (#36846)

* this is a commit you cannot skip

* why do you have to add a count why

* Remove steel sheet hull fixing (#33443)

* Remove steel sheet hull fixing

It's unintuitive that it's wasteful, there's not really any systems to NOT make it wasteful, and it's a UX trap. No this is not "noob trap", no. It's an UX issue because if hundreds of people do it over and over again without noticing anything wrong, well, something fails to properly note that there's an issue with what they are doing. Aka user experience issue. Aka not a problem with the user but the design.

Also could be a shitty doafter action that makes you wonder if something's wrong

* Why was this testing using steel of all things

* Automatic changelog update

* cleanup + add names to some entities (#36856)

* Remove redundant fields from `MovementSpeedModifierComponent` (#36859)

Delete _baseWalkSpeedVV and _baseSprintSpeedVV

* Cleanup warnings in NinjaSuitSystem (#36861)

Fix warnings in NinjaSuitSystem

* Modernize `GhostComponent` & Ghost API (#36858)

* Move CanReturnToBody to system

* Move CanGhostInteract to system

* Cleanup redundant datafields and viewvariables

* Document datafields

* Document component

* Add SetTimeOfDeath Entity<T> overload, obsolete old version

* Document public methods

* Cleanup obsoleted method calls

* Cleanup warning in `EmptyAllContainersBehaviour` (#36860)

Fix warning in EmptyAllContainersBehaviour

* Cleanup warnings in `SharedCryostorageSystem` (#36863)

Fix warnings in SharedCryostorageSystem

* Cleanup warnings in `CableSystem.Placer` (#36868)

* Fix warnings in CableSystem.Placer

* Formatting

* Cleanup warnings in `PolymorphSystem.Map` (#36869)

Fix warnings in PolymorphSystem.Map

* Cleanup warnings in `WorldgenConfigSystem` (#36864)

Fix warnings in WorldgenConfigSystem

* Move guardian sounds to component (#36870)

* Cleanup warnings in `SpawnSalvageMissionJob` (#36866)

* DoMapInitialize and SetMapPaused

* GridTileToLocal

* Formatting

* Remove unused variables

* Update Content.Server/Salvage/SpawnSalvageMissionJob.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix warnings in `ServerDbManager` (#36871)

Fix warnings in ServerDbManager

* pAI Software Catalog (#36857)

* initial commit

* add the shop and make it work

* add existing pai actions to the software shop

* added power monitor app

* killed the power and crew monitor software, too powercreepy

* fix test failures

* fix more test failures

* fix merge conflicts

* code changes to conform with review

* fix unintentional submodule update

* submodule update

* remove unused currency prototype ref

---------

Co-authored-by: archrbx <punk.gear5260@fastmail.com>

* New Salvage Ruin - Hydro Outpost (#36826)

* Automatic changelog update

* Make toy sword less obvious (#34199)

* YAML fuckery

* Remove toy_sword.rsi

Not a webedit btw

* Automatic changelog update

* Adds shorts/pants to ClothesMate vending machine (#35361)

* Clothesmate shorts

* matches price of vend to the new contents

* Moths can eat pills (#35609)

* Automatic changelog update

* Xenoborgs part 1 (#36830)

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Updated Syndicate and Ammo Contraband (#35102)

Co-authored-by: RedBookcase <crazykid1590@gmail.com>

* Automatic changelog update

* Put items inside cakes! (#31015)

* First commit

* I'm silly

* Please be it

* Some more fixes

* Cleanup

* fine!

* removed = false

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. (#35915)

* Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink.

* Update Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* unremove surgery duffel

* unfunny

* Automatic changelog update

* fix NoCargoOrderArbitrage fail (#36878)

whoopsie

* Cotton Grilled Cheese Sandwich (#36135)

* Working entity.

* New sprite by MadeOfHeartAndStone

* Removed deadspace, changed attribution in meta.json

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Meat Patty (#34896)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Remove beaker from the MaterialArbitrageTest whitelist (#36876)

* Turnstiles (#36313)

* construction rotation fix

* Turnstiles

* renaming

* review-slarticodefast-1

* mild attempts to fix (sorry sloth)

* move some more shit

* Remove engine dependency

* grid agnostic

* remove debug string

* fix json

* Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* remove pass delay for mispredict reasons.

* most minor of changes

* Give directional indicator on examine

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Genpop Closets & IDs (#36392)

* Genpop IDs and Lockers

* placeholder generation, no ui yet.

* UI

* Fix time offset

* fix meta.jsons

* big speller

* Scarkyo review

* Add turnstile prototypes

* make IDs recyclable

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

* Automatic changelog update

* Fix small misc. turnstile issues (#36893)

* Fix small misc. turnstile issues

* more missing things

* quieter

* New Spawners, Modified Spawners, new Service/Theatre Airlock, and new Colorful Light Crate (#36750)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Disable shadows for observer pointlight (#36897)

no shadows

* Fix QSI bringing people into paused maps (#36834)

* Automatic changelog update

* Fix storage ui hovering over the hotbar (#36770)

* Turnstiles lower volume + access reader (#36900)

fixes

* Fix disposal unit flush animation (#30677)

* Fix disposal unit flush animation

* Revert "Fix disposal unit flush animation"

This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6.

* control by setting layer visibility rather than overwriting

* restore changes

* Correct IdentityBlocker to include specific outer clothing (#33085)

* Make IdentityBlocker include outerclothing

* Modify Correct Bit

* Fix mask/eye cobo

* Automatic changelog update

* Change some posters to be rules-compliant (#32734)

* Initial commit

* Minor edit

* it's very hard to fit "disorder"

* Revert No ERP poster, fix spawner

* Attribution

* Update text

* Missed poster spawner

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Cyborg Rebalance (#34186)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Reptilians Can Eat Orange Creamsicles (#36890)

* Automatic changelog update

* Add Bloodstream to Goliaths (#33305)

* Automatic changelog update

* Nerf mining hardsuit's effectiveness against bullets and bombs. (#31450)

* Automatic changelog update

* Controls page guidebook rework 2025 Q1 (#36363)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Lower interdyne herbals TC cost (#36841)

* Automatic changelog update

* cleanup instruments yml (#32262)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* [FIX] Rubber now uneatable (#34543)

* Releasing an under-pressure lockout is now a verb (#36910)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* fix changelog (#36915)

* Fix for ghosts being unable to follow the AI when it uses a holopad (#36355)

* Initial commit

* Added to-do

* Automatic changelog update

* Fix random maints room deleting whatever was already there (#36605)

* Fix donuts tags breaking the bounty (#36903)

* Automatic changelog update

* Make 10u of "Atomic Bomb" drink instead of 11u (#36921)

changed atomic bomb recipe

* Automatic changelog update

* PKA Modkits + Rebalance (#31247)

* Automatic changelog update

* Remove a redundant trycomp from TileAnomalySystem (#36924)

* remove a redundant check

* revert this space.

* Land mine armament (#33883)

* Land Mine is now armable, it will not explode unless armed.

* Land Mine is now armable, it will not explode unless armed.

* Explicitly have Armed as false

* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"

* Land Mines now blink only when armed.

* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.

* Accessing the datafield directly instead of using methods

* Mines are now armed by default with a unarmed prototype

* Land mine now shows if it is armed when examined and in range.

* Landmine is unarmed by default with an armed variant for mapping purposes.

* Removed properties that were already defined by inheritance.

* Access the bool directly from the component

* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.

* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.

* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.

* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.

* Make the craftable land mine unarmed.

* Refactored the arming mechanic into own component and system.

* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.

* Moved the examination strings from land-mines.ftl to armable.ftl.

* Removed unused property.

* Formatting and fixing imports

* Added prefixes to the ftl naming. Moved LocId from system to component

* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.

* Removed the TryArming method. Added documentation.

* Removed unnecessary TryComp

* Simplified the logic for the trigger attempt

* HasComp instead of TryComp on logic

* EmoGarbage Review

---------

Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Add Cotton Burgers (#36405)

* Adds cotton burgers

* Rephrased copyright

* Added an extra comment

* Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not.

* Reordered Cotton bun YAML, and fixed overwritten tags

* Merge issue fix?

* Add experiment plushie and remove rubber chicken from cotton burgers

* Minor comment change

---------

Co-authored-by: beck-thompson <beck314159@hotmail.com>

* hide light-switches from build menu (#34664)

* Automatic changelog update

* Fixed stinger grenade lag spikes (#36641)

* Fixed stinger lag spikes

* Simplify nullable checks

* More cleanup of projectile grenades

* Remove null default from ShootProjectile

* Sheet-meister 2000 Cloth recipe (#32676)

* Sheet-meister 2000 can now make rolls of cloth

* Small Cleanup

* resolve conflicts

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Clear MIDI masters properly to avoid replay freezes (#36809)

While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.

I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.

* Changed soundGunshot for Pulse Pistol and Pulse Carbine from laser_cannon to laser3 (#36952)

* Automatic changelog update

* The Atmos A Airlock (#36376)

* airlocks

* Update meta.json

Added my modification in the meta

* Changed the storage sizes of different swords. (#36564)

Co-authored-by: RedBookcase <Usualmoves@gmail.com>

* Automatic changelog update

* Fix autorecharge (#36955)

* Fix inflatable barriers finishing instantly if canceled! (#36937)

Fix

* Automatic changelog update

* Only sec glasses can show contraband: second attempt (#36412)

* Add base code for cheking contraband in hud

* Fix missing using in InventorySystem.Relay

* Fix errors and update HUD yml

* Add show contraband with component on entity

* fix component description

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update "if" for check if ent hasComp in contrabandSystem

* Remove << InventorySystem.Relay.cs

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/CCVar/CCVars.Game.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix partial class ShowContrabandSystem

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Inventory/InventorySystem.Relay.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Some update ShowContrabandSystem

* Try with record struct

* back again ti default class with EntityEventArgs

* Remove EntityEventArgs

* Finally use record struct

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Resolve a warning in SharedAnomalySystem and quell some linter whining. (#36939)

* resolve a warning and deal with some linter whining.

* Update Content.Shared/Anomaly/SharedAnomalySystem.cs

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Truncate lathe announcement lists (#36945)

* Automatic changelog update

* Descriptions for .30 Rifle (#36958)

Initial commit

* CMO Hardsuit: Zombification Resistance tweak (#36957)

initial commit

* Automatic changelog update

* Adds Parcel Wrap (#34471)

* Parcel Wrap

* fix TG sprite licenses
update attribution on modified `unwrapped` sprite to better conform to CC's guidance

* ContainerContainer test failure fix

* Just easy changes for now.

* Imagine building your code before pushing it for review

* The rest of the PR comments

* PR comments

* more comments + cargo orderability

* whitespace: deduplicated.

* use limitedcharges
replace mostly-duped client/server with if(onserver)

* cabinet perspective sprites

* web edit detected

fite me

* @ps3moira 's new sprites for me :)

* add a touch of attribution

* EmoGarbage Review

* Merge with master

* Merge with master

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* Ammo Mag + Speedloader Inhand Sprites (#34235)

* Added inhand visuals to (most) ammo magazines and speedloaders

* whoops mixed up a single inhand on the rifle mag

* Didn't realize rubber ammo got removed.

* added attributions

* adjusted inhand visuals to account for magazine types

* missed one :eye:👁️

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* New Science Biosuit Locker Sprite (#36929)

* first commit, slightly broken

* fixed meta json

* reverse accidental cmo inclusion

* Automatic changelog update

* Remove legacy cargo shuttle code/prototypes (#36967)

* Automatic changelog update

* Paramedic suits adjustments (#36707)

* Changes

* meta

* Battery (SMES/substation) interface (#36386)

* Add ENERGYWATTHOURS() loc function

Takes in joules (energy), displays as watt-hours.

* Add simple OnOffButton control

* Re-add Inset style class

This was sloppily removed at some point?? Whatever, I need it.

* Add helper functions for setting title/guidebook IDs on FancyWindow

Reagent dispenser uses these, more in the next commits.

* Add BuiPredictionState helper

This enables me to implement coarse prediction manually in the battery UI.

Basically it's a local buffer of predicted inputs that can easily be replayed against future BUI states from the server.

* Add input coalescing infrastructure

I ran into the following problem: Robust's Slider control absolutely *spams* input events, to such a degree that it actually causes issues for the networking layer if directly passed through. For something like a slider, we just need to send the most recent value.

There is no good way for us to handle this in the control itself, as it *really* needs to happen in PreEngine. For simplicity reasons (for BUIs) I came to the conclusion it's best if it's there, as it's *before* any new states from the server can be applied. We can't just do this in Update() or something on the control as the timing just doesn't line up.

I made a content system, BuiPreTickUpdateSystem, that runs in the ModRunLevel.PreEngine phase to achieve this. It runs a method on a new IBuiPreTickUpdate interface on all open BUIs. They can then implement their own coalescing logic.

In the simplest case, this coalescing logic can just be "save the last value, and if we have any new value since the last update, send an input event." This is what the new InputCoalescer<T> type is for.

Adding new coalescing logic should be possible in the future, of course. It's all just small helpers.

* Battery interface

This adds a proper interface to batteries (SMES/substation). Players can turn IO on and off, and they can change charge and discharge rate. There's also a ton of numbers and stuff. It looks great.

This actually enables charge and discharge rates to be changed for these devices. The settings for both have been set between 5kW and 150kW.

* Oops, forgot to remove these style class defs.

* Automatic changelog update

* Use RMC mob collision values (#36851)

Use RMC movement values

General feedback was it's too slow to push through people but this still prevents stacking so.

* Automatic changelog update

* early merge fix AAAAAA validcheck

* Cherry Pick Round-start Solar Variation (#36825)

* Roundstart Variation for Solar Panels (#86)

* Added roundstart variation for solar panels

* Removed HV cable spawner since i don't want to bother with mapping them

* Solar Panel Variation Pass Fix (#96)

Added a second variation pass for regular solar assemblies, since otherwise they would spawn both it and the broken variety

* Reorganized everything to no longer be in the _Moffstation subdirectory

* Removed a forgotten tag for Moffstation

* Removed the moffstation namespace settings

* Update Content.Server/GameTicking/Rules/VariationPass/Components/SolarPanelReplaceVariationPassComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* Update Content.Server/GameTicking/Rules/VariationPass/Components/ReplacementMarkers/SolarPanelReplacementMarkerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* disable solar panel variation

* put surgery borg module icons in _Shitmed

* the big fix

* abstract the right recipe

* goida

* no milk

* update coscult code

* update coscult objectives

* migrate SignCansScience away

* goida

* update engine maybe fix test

* GET OUT OF MY HEAD

* i give up

---------

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2025-05-06 19:35:03 -04:00

925 lines
35 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Explosion.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem
{
[Dependency] private readonly FlammableSystem _flammableSystem = default!;
/// <summary>
/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
/// </summary>
internal readonly Stopwatch Stopwatch = new();
/// <summary>
/// How many tiles to explode before checking the stopwatch timer
/// </summary>
internal static int TileCheckIteration = 1;
/// <summary>
/// Queue for delayed processing of explosions. If there is an explosion that covers more than <see
/// cref="TilesPerTick"/> tiles, other explosions will actually be delayed slightly. Unless it's a station
/// nuke, this delay should never really be noticeable.
/// This is also used to combine explosion intensities of the same kind.
/// </summary>
private Queue<QueuedExplosion> _explosionQueue = new();
/// <summary>
/// All queued explosions that will be processed in <see cref="_explosionQueue"/>.
/// These always have the same contents.
/// </summary>
private HashSet<QueuedExplosion> _queuedExplosions = new();
/// <summary>
/// The explosion currently being processed.
/// </summary>
private Explosion? _activeExplosion;
/// <summary>
/// This list is used when raising <see cref="BeforeExplodeEvent"/> to avoid allocating a new list per event.
/// </summary>
private readonly List<EntityUid> _containedEntities = new();
private readonly List<(EntityUid, DamageSpecifier)> _toDamage = new();
private List<EntityUid> _anchored = new();
private void OnMapRemoved(MapRemovedEvent ev)
{
// If a map was deleted, check the explosion currently being processed belongs to that map.
if (_activeExplosion?.Epicenter.MapId != ev.MapId)
return;
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
/// <summary>
/// Process the explosion queue.
/// </summary>
public override void Update(float frameTime)
{
if (_activeExplosion == null && _explosionQueue.Count == 0)
// nothing to do
return;
Stopwatch.Restart();
var x = Stopwatch.Elapsed.TotalMilliseconds;
var tilesRemaining = TilesPerTick;
while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds)
{
// if there is no active explosion, get a new one to process
if (_activeExplosion == null)
{
// EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
// there is at-least 1ms of time left before creating a new explosion
if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
break;
if (!_explosionQueue.TryDequeue(out var queued))
break;
_queuedExplosions.Remove(queued);
_activeExplosion = SpawnExplosion(queued);
// explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion
// intensity).
if (_activeExplosion == null)
continue;
// just a lil nap
if (SleepNodeSys)
{
_nodeGroupSystem.PauseUpdating = true;
_pathfindingSystem.PauseUpdating = true;
// snooze grid-chunk regeneration?
// snooze power network (recipients look for new suppliers as wires get destroyed).
}
if (_activeExplosion.Area > SingleTickAreaLimit)
break; // start processing next turn.
}
// TODO EXPLOSION check if active explosion is on a paused map. If it is... I guess support swapping out &
// storing the "currently active" explosion?
#if EXCEPTION_TOLERANCE
try
{
#endif
var processed = _activeExplosion.Process(tilesRemaining);
tilesRemaining -= processed;
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
{
var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, int.MaxValue);
_activeExplosion = null;
}
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
// Ensure the system does not get stuck in an error-loop.
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
throw;
}
#endif
}
Log.Info($"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms");
// we have finished processing our tiles. Is there still an ongoing explosion?
if (_activeExplosion != null)
{
_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, _activeExplosion.CurrentIteration + 1);
return;
}
if (_explosionQueue.Count > 0)
return;
//wakey wakey
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
/// <summary>
/// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted
/// by an explosion).
/// </summary>
/// <remarks>
/// Used for a variation of <see cref="TurfHelpers.IsBlockedTurf()"/> that makes use of the fact that we have
/// already done an entity lookup on a tile, and don't need to do so again.
/// </remarks>
public bool IsBlockingTurf(EntityUid uid)
{
if (EntityManager.IsQueuedForDeletion(uid))
return false;
if (!_physicsQuery.TryGetComponent(uid, out var physics))
return false;
return physics.CanCollide && physics.Hard && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0;
}
/// <summary>
/// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects.
/// </summary>
/// <returns>True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity</returns>
internal bool ExplodeTile(BroadphaseComponent lookup,
Entity<MapGridComponent> grid,
Vector2i tile,
float throwForce,
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id,
float? fireStacks,
EntityUid? cause)
{
var size = grid.Comp.TileSize;
var gridBox = new Box2(tile * size, (tile + 1) * size);
// get the entities on a tile. Note that we cannot process them directly, or we get
// enumerator-changed-while-enumerating errors.
List<(EntityUid, TransformComponent)> list = new();
var state = (list, processed, EntityManager.TransformQuery);
// get entities:
lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
lookup.StaticSundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
// process those entities
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks, cause);
}
// process anchored entities
var tileBlocked = false;
_anchored.Clear();
_map.GetAnchoredEntities(grid, tile, _anchored);
foreach (var entity in _anchored)
{
processed.Add(entity);
ProcessEntity(entity, epicenter, damage, throwForce, id, null, fireStacks, cause);
}
// Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for
// the purposes of destroying floors. Again, ideally the process of damaging an entity should somehow return
// information about the entities that were spawned as a result, but without that information we just have to
// re-check for new anchored entities. Compared to entity spawning & deleting, this should still be relatively minor.
if (_anchored.Count > 0)
{
_anchored.Clear();
_map.GetAnchoredEntities(grid, tile, _anchored);
foreach (var entity in _anchored)
{
tileBlocked |= IsBlockingTurf(entity);
}
}
// Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from
// windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a
// prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort
// of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need
// to be thrown.
//
// All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming.
// And throwing is disabled for nukes anyways.
if (throwForce <= 0)
return !tileBlocked;
list.Clear();
lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
foreach (var (uid, xform) in list)
{
// Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
// they should handle their own damage pass-through, with their own damage reduction calculation.
ProcessEntity(uid, epicenter, null, throwForce, id, xform, null, cause);
}
return !tileBlocked;
}
private static bool GridQueryCallback(
ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
in EntityUid uid)
{
if (state.Processed.Add(uid) && state.XformQuery.TryGetComponent(uid, out var xform))
state.List.Add((uid, xform));
return true;
}
private static bool GridQueryCallback(
ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
in FixtureProxy proxy)
{
var owner = proxy.Entity;
return GridQueryCallback(ref state, in owner);
}
/// <summary>
/// Same as <see cref="ExplodeTile"/>, but for SPAAAAAAACE.
/// </summary>
internal void ExplodeSpace(BroadphaseComponent lookup,
Matrix3x2 spaceMatrix,
Matrix3x2 invSpaceMatrix,
Vector2i tile,
float throwForce,
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id,
float? fireStacks,
EntityUid? cause)
{
var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
var worldBox = spaceMatrix.TransformBox(gridBox);
var list = new List<(EntityUid, TransformComponent)>();
var state = (list, processed, invSpaceMatrix, lookup.Owner, EntityManager.TransformQuery, gridBox, _transformSystem);
// get entities:
lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
lookup.StaticSundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
foreach (var (uid, xform) in state.Item1)
{
processed.Add(uid);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks, cause);
}
if (throwForce <= 0)
return;
// Also, throw any entities that were spawned as shrapnel. Compared to entity spawning & destruction, this extra
// lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
list.Clear();
lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, null, throwForce, id, xform, fireStacks, cause);
}
}
private static bool SpaceQueryCallback(
ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, Matrix3x2 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox, SharedTransformSystem System) state,
in EntityUid uid)
{
if (state.Processed.Contains(uid))
return true;
var xform = state.XformQuery.GetComponent(uid);
if (xform.ParentUid == state.LookupOwner)
{
// parented directly to the map, use local position
if (state.GridBox.Contains(Vector2.Transform(xform.LocalPosition, state.InvSpaceMatrix)))
state.List.Add((uid, xform));
return true;
}
// finally check if it intersects our tile
var wpos = state.System.GetWorldPosition(xform);
if (state.GridBox.Contains(Vector2.Transform(wpos, state.InvSpaceMatrix)))
state.List.Add((uid, xform));
return true;
}
private static bool SpaceQueryCallback(
ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, Matrix3x2 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox, SharedTransformSystem System) state,
in FixtureProxy proxy)
{
var uid = proxy.Entity;
return SpaceQueryCallback(ref state, in uid);
}
private DamageSpecifier GetDamage(EntityUid uid,
string id, DamageSpecifier damage)
{
// TODO Explosion Performance
// Cache this? I.e., instead of raising an event, check for a component?
var resistanceEv = new GetExplosionResistanceEvent(id);
RaiseLocalEvent(uid, ref resistanceEv);
resistanceEv.DamageCoefficient = Math.Max(0, resistanceEv.DamageCoefficient);
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (resistanceEv.DamageCoefficient != 1)
damage *= resistanceEv.DamageCoefficient;
return damage;
}
private void GetEntitiesToDamage(EntityUid uid, DamageSpecifier originalDamage, string prototype)
{
_toDamage.Clear();
// don't raise BeforeExplodeEvent if the entity is completely immune to explosions
var thisDamage = GetDamage(uid, prototype, originalDamage);
if (thisDamage.Empty)
return;
_toDamage.Add((uid, thisDamage));
for (var i = 0; i < _toDamage.Count; i++)
{
var (ent, damage) = _toDamage[i];
_containedEntities.Clear();
var ev = new BeforeExplodeEvent(damage, prototype, _containedEntities);
RaiseLocalEvent(ent, ref ev);
if (_containedEntities.Count == 0)
continue;
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (ev.DamageCoefficient != 1)
damage *= ev.DamageCoefficient;
_toDamage.EnsureCapacity(_toDamage.Count + _containedEntities.Count);
foreach (var contained in _containedEntities)
{
var newDamage = GetDamage(contained, prototype, damage);
_toDamage.Add((contained, newDamage));
}
}
}
/// <summary>
/// This function actually applies the explosion affects to an entity.
/// </summary>
private void ProcessEntity(
EntityUid uid,
MapCoordinates epicenter,
DamageSpecifier? originalDamage,
float throwForce,
string id,
TransformComponent? xform,
float? fireStacksOnIgnite,
EntityUid? cause)
{
if (originalDamage != null)
{
GetEntitiesToDamage(uid, originalDamage, id);
foreach (var (entity, damage) in _toDamage)
{
if (damage.GetTotal() > 0 && TryComp<ActorComponent>(entity, out var actorComponent))
{
// Log damage to player entities only, cause this will create a massive amount of log spam otherwise.
if (cause != null)
{
_adminLogger.Add(LogType.ExplosionHit, LogImpact.Medium, $"Explosion of {ToPrettyString(cause):actor} dealt {damage.GetTotal()} damage to {ToPrettyString(entity):subject}");
}
else
{
_adminLogger.Add(LogType.ExplosionHit, LogImpact.Medium, $"Explosion at {epicenter:epicenter} dealt {damage.GetTotal()} damage to {ToPrettyString(entity):subject}");
}
}
// TODO EXPLOSIONS turn explosions into entities, and pass the the entity in as the damage origin.
_damageableSystem.TryChangeDamage(entity, damage * _damageableSystem.UniversalExplosionDamageModifier, ignoreResistances: true);
}
}
// ignite
if (fireStacksOnIgnite != null)
{
if (_flammableQuery.TryGetComponent(uid, out var flammable))
{
flammable.FireStacks += fireStacksOnIgnite.Value;
_flammableSystem.Ignite(uid, uid, flammable);
}
}
// throw
if (xform != null // null implies anchored or in a container
&& !xform.Anchored
&& throwForce > 0
&& !EntityManager.IsQueuedForDeletion(uid)
&& _physicsQuery.TryGetComponent(uid, out var physics)
&& physics.BodyType == BodyType.Dynamic)
{
var pos = _transformSystem.GetWorldPosition(xform);
var dir = pos - epicenter.Position;
if (dir.IsLengthZero())
dir = _robustRandom.NextVector2().Normalized();
_throwingSystem.TryThrow(
uid,
dir,
physics,
xform,
_projectileQuery,
throwForce);
}
}
/// <summary>
/// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the
/// grid tile.
/// </summary>
public void DamageFloorTile(TileRef tileRef,
float effectiveIntensity,
int maxTileBreak,
bool canCreateVacuum,
List<(Vector2i GridIndices, Tile Tile)> damagedTiles,
ExplosionPrototype type)
{
if (_tileDefinitionManager[tileRef.Tile.TypeId] is not ContentTileDefinition tileDef
|| tileDef.Indestructible)
return;
if (!CanCreateVacuum)
canCreateVacuum = false;
else if (tileDef.MapAtmosphere)
canCreateVacuum = true; // is already a vacuum.
int tileBreakages = 0;
while (maxTileBreak > tileBreakages && _robustRandom.Prob(type.TileBreakChance(effectiveIntensity)))
{
tileBreakages++;
effectiveIntensity -= type.TileBreakRerollReduction;
// does this have a base-turf that we can break it down to?
if (string.IsNullOrEmpty(tileDef.BaseTurf))
break;
if (_tileDefinitionManager[tileDef.BaseTurf] is not ContentTileDefinition newDef)
break;
if (newDef.MapAtmosphere && !canCreateVacuum)
break;
tileDef = newDef;
}
if (tileDef.TileId == tileRef.Tile.TypeId)
return;
damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId)));
}
}
/// <summary>
/// This is a data class that stores information about the area affected by an explosion, for processing by <see
/// cref="ExplosionSystem"/>.
/// </summary>
/// <remarks>
/// This is basically the output of <see cref="ExplosionSystem.GetExplosionTiles()"/>, but with some utility functions for
/// iterating over the tiles, along with the ability to keep track of what entities have already been damaged by
/// this explosion.
/// </remarks>
sealed class Explosion
{
/// <summary>
/// For every grid (+ space) that the explosion reached, this data struct stores information about the tiles and
/// caches the entity-lookup component so that it doesn't have to be re-fetched for every tile.
/// </summary>
struct ExplosionData
{
/// <summary>
/// The tiles that the explosion damaged, grouped by the iteration (can be thought of as the distance from the epicenter)
/// </summary>
public Dictionary<int, List<Vector2i>> TileLists;
/// <summary>
/// Lookup component for this grid (or space/map).
/// </summary>
public BroadphaseComponent Lookup;
/// <summary>
/// The actual grid that this corresponds to. If null, this implies space.
/// </summary>
public MapGridComponent? MapGrid;
}
private readonly List<ExplosionData> _explosionData = new();
/// <summary>
/// The explosion intensity associated with each tile iteration.
/// </summary>
private readonly List<float> _tileSetIntensity;
/// <summary>
/// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the
/// explosion throws this entity, as then it will be moving while the explosion is happening.
/// </summary>
public readonly HashSet<EntityUid> ProcessedEntities = new();
/// <summary>
/// This integer tracks how much of this explosion has been processed.
/// </summary>
public int CurrentIteration { get; private set; } = 0;
/// <summary>
/// The prototype for this explosion. Determines tile break chance, damage, etc.
/// </summary>
public readonly ExplosionPrototype ExplosionType;
/// <summary>
/// The center of the explosion. Used for physics throwing. Also used to identify the map on which the explosion is happening.
/// </summary>
public readonly MapCoordinates Epicenter;
/// <summary>
/// The matrix that defines the reference frame for the explosion in space.
/// </summary>
private readonly Matrix3x2 _spaceMatrix;
/// <summary>
/// Inverse of <see cref="_spaceMatrix"/>
/// </summary>
private readonly Matrix3x2 _invSpaceMatrix;
/// <summary>
/// Have all the tiles on all the grids been processed?
/// </summary>
public bool FinishedProcessing;
// Variables used for enumerating over tiles, grids, etc
private DamageSpecifier _currentDamage = default!;
#if DEBUG
private DamageSpecifier? _expectedDamage;
#endif
private BroadphaseComponent _currentLookup = default!;
private MapGridComponent? _currentGrid;
private float _currentIntensity;
private float _currentThrowForce;
private List<Vector2i>.Enumerator _currentEnumerator;
private int _currentDataIndex;
/// <summary>
/// The set of tiles that need to be updated when the explosion has finished processing. Used to avoid having
/// the explosion trigger chunk regeneration & shuttle-system processing every tick.
/// </summary>
private readonly Dictionary<MapGridComponent, List<(Vector2i, Tile)>> _tileUpdateDict = new();
// Entity Queries
private readonly EntityQuery<TransformComponent> _xformQuery;
private readonly EntityQuery<PhysicsComponent> _physicsQuery;
private readonly EntityQuery<DamageableComponent> _damageQuery;
private readonly EntityQuery<ProjectileComponent> _projectileQuery;
private readonly EntityQuery<TagComponent> _tagQuery;
/// <summary>
/// Total area that the explosion covers.
/// </summary>
public readonly int Area;
/// <summary>
/// factor used to scale the tile break chances.
/// </summary>
private readonly float _tileBreakScale;
/// <summary>
/// Maximum number of times that an explosion will break a single tile.
/// </summary>
private readonly int _maxTileBreak;
/// <summary>
/// Whether this explosion can turn non-vacuum tiles into vacuum-tiles.
/// </summary>
private readonly bool _canCreateVacuum;
private readonly IEntityManager _entMan;
private readonly ExplosionSystem _system;
private readonly SharedMapSystem _mapSystem;
public readonly EntityUid VisualEnt;
public readonly EntityUid? Cause;
/// <summary>
/// Initialize a new instance for processing
/// </summary>
public Explosion(ExplosionSystem system,
ExplosionPrototype explosionType,
ExplosionSpaceTileFlood? spaceData,
List<ExplosionGridTileFlood> gridData,
List<float> tileSetIntensity,
MapCoordinates epicenter,
Matrix3x2 spaceMatrix,
int area,
float tileBreakScale,
int maxTileBreak,
bool canCreateVacuum,
IEntityManager entMan,
IMapManager mapMan,
EntityUid visualEnt,
EntityUid? cause,
SharedMapSystem mapSystem)
{
VisualEnt = visualEnt;
Cause = cause;
_system = system;
_mapSystem = mapSystem;
ExplosionType = explosionType;
_tileSetIntensity = tileSetIntensity;
Epicenter = epicenter;
Area = area;
_tileBreakScale = tileBreakScale;
_maxTileBreak = maxTileBreak;
_canCreateVacuum = canCreateVacuum;
_entMan = entMan;
_xformQuery = entMan.GetEntityQuery<TransformComponent>();
_physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
_damageQuery = entMan.GetEntityQuery<DamageableComponent>();
_tagQuery = entMan.GetEntityQuery<TagComponent>();
_projectileQuery = entMan.GetEntityQuery<ProjectileComponent>();
if (spaceData != null)
{
var mapUid = mapSystem.GetMap(epicenter.MapId);
_explosionData.Add(new()
{
TileLists = spaceData.TileLists,
Lookup = entMan.GetComponent<BroadphaseComponent>(mapUid),
MapGrid = null
});
_spaceMatrix = spaceMatrix;
Matrix3x2.Invert(spaceMatrix, out _invSpaceMatrix);
}
foreach (var grid in gridData)
{
_explosionData.Add(new ExplosionData
{
TileLists = grid.TileLists,
Lookup = entMan.GetComponent<BroadphaseComponent>(grid.Grid.Owner),
MapGrid = grid.Grid,
});
}
if (TryGetNextTileEnumerator())
MoveNext();
}
/// <summary>
/// Find the next tile-enumerator. This either means retrieving a set of tiles on the next grid, or incrementing
/// the tile iteration by one and moving back to the first grid. This will also update the current damage, current entity-lookup, etc.
/// </summary>
private bool TryGetNextTileEnumerator()
{
while (CurrentIteration < _tileSetIntensity.Count)
{
_currentIntensity = _tileSetIntensity[CurrentIteration];
#if DEBUG
if (_expectedDamage != null)
{
// Check that explosion processing hasn't somehow accidentally mutated the damage set.
DebugTools.Assert(_expectedDamage.Equals(_currentDamage));
_expectedDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
}
#endif
_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
// only throw if either the explosion is small, or if this is the outer ring of a large explosion.
var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6;
_currentThrowForce = doThrow ? 10 * MathF.Sqrt(_currentIntensity) : 0;
// for each grid/space tile set
while (_currentDataIndex < _explosionData.Count)
{
// try get any tile hash-set corresponding to this intensity
var tileSets = _explosionData[_currentDataIndex].TileLists;
if (!tileSets.TryGetValue(CurrentIteration, out var tileList))
{
_currentDataIndex++;
continue;
}
_currentEnumerator = tileList.GetEnumerator();
_currentLookup = _explosionData[_currentDataIndex].Lookup;
_currentGrid = _explosionData[_currentDataIndex].MapGrid;
_currentDataIndex++;
// sanity checks, in case something changed while the explosion was being processed over several ticks.
if (_currentLookup.Deleted || _currentGrid != null && !_entMan.EntityExists(_currentGrid.Owner))
continue;
return true;
}
// All the tiles belonging to this explosion iteration have been processed. Move onto the next iteration and
// reset the grid counter.
CurrentIteration++;
_currentDataIndex = 0;
}
// No more explosion tiles to process
FinishedProcessing = true;
return false;
}
/// <summary>
/// Get the next tile that needs processing
/// </summary>
private bool MoveNext()
{
if (FinishedProcessing)
return false;
while (!FinishedProcessing)
{
if (_currentEnumerator.MoveNext())
return true;
else
TryGetNextTileEnumerator();
}
return false;
}
/// <summary>
/// Attempt to process (i.e., damage entities) some number of grid tiles.
/// </summary>
public int Process(int processingTarget)
{
// In case the explosion terminated early last tick due to exceeding the allocated processing time, use this
// time to update the tiles.
SetTiles();
int processed;
for (processed = 0; processed < processingTarget; processed++)
{
if (processed % ExplosionSystem.TileCheckIteration == 0 &&
_system.Stopwatch.Elapsed.TotalMilliseconds > _system.MaxProcessingTime)
{
break;
}
// Is the current tile on a grid (instead of in space)?
if (_currentGrid != null &&
_currentGrid.TryGetTileRef(_currentEnumerator.Current, out var tileRef) &&
!tileRef.Tile.IsEmpty)
{
if (!_tileUpdateDict.TryGetValue(_currentGrid, out var tileUpdateList))
{
tileUpdateList = new();
_tileUpdateDict[_currentGrid] = tileUpdateList;
}
// damage entities on the tile. Also figures out whether there are any solid entities blocking the floor
// from being destroyed.
var canDamageFloor = _system.ExplodeTile(_currentLookup,
(_currentGrid.Owner, _currentGrid),
_currentEnumerator.Current,
_currentThrowForce,
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID,
ExplosionType.FireStacks,
Cause);
// If the floor is not blocked by some dense object, damage the floor tiles.
if (canDamageFloor)
_system.DamageFloorTile(tileRef, _currentIntensity * _tileBreakScale, _maxTileBreak, _canCreateVacuum, tileUpdateList, ExplosionType);
}
else
{
// The current "tile" is in space. Damage any entities in that region
_system.ExplodeSpace(_currentLookup,
_spaceMatrix,
_invSpaceMatrix,
_currentEnumerator.Current,
_currentThrowForce,
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID,
ExplosionType.FireStacks,
Cause);
}
if (!MoveNext())
break;
}
// Update damaged/broken tiles on the grid.
SetTiles();
return processed;
}
private void SetTiles()
{
// Updating the grid can result in chunk collision regeneration & slow processing by the shuttle system.
// Therefore, tile breaking may be configure to only happen at the end of an explosion, rather than during every
// tick.
if (!_system.IncrementalTileBreaking && !FinishedProcessing)
return;
foreach (var (grid, list) in _tileUpdateDict)
{
if (list.Count > 0 && _entMan.EntityExists(grid.Owner))
{
_mapSystem.SetTiles(grid.Owner, grid, list);
}
}
_tileUpdateDict.Clear();
}
}
/// <summary>
/// Data needed to spawn an explosion with <see cref="ExplosionSystem.SpawnExplosion"/>.
/// </summary>
public sealed class QueuedExplosion
{
public MapCoordinates Epicenter;
public ExplosionPrototype Proto = new();
public float TotalIntensity, Slope, MaxTileIntensity, TileBreakScale;
public int MaxTileBreak;
public bool CanCreateVacuum;
public EntityUid? Cause; // The entity that exploded, for logging purposes.
}