Files
Delta-v/Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

419 lines
17 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Camera;
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.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Projectiles;
using Content.Shared.Throwing;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Server.Player;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : SharedExplosionSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly MapSystem _mapSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
private EntityQuery<FlammableComponent> _flammableQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<ProjectileComponent> _projectileQuery;
/// <summary>
/// "Tile-size" for space when there are no nearby grids to use as a reference.
/// </summary>
public const ushort DefaultTileSize = 1;
public const int MaxExplosionAudioRange = 30;
/// <summary>
/// The "default" explosion prototype.
/// </summary>
/// <remarks>
/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
/// a "default" option specified outside of yaml data-fields. Hence this const string.
/// </remarks>
public static readonly ProtoId<ExplosionPrototype> DefaultExplosionPrototypeId = "Default";
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(_prototypeManager.HasIndex(DefaultExplosionPrototypeId));
// handled in ExplosionSystem.GridMap.cs
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
// Handled by ExplosionSystem.Processing.cs
SubscribeLocalEvent<MapRemovedEvent>(OnMapRemoved);
// handled in ExplosionSystemAirtight.cs
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
SubscribeCvars();
InitAirtightMap();
InitVisuals();
_flammableQuery = GetEntityQuery<FlammableComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_projectileQuery = GetEntityQuery<ProjectileComponent>();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
_explosionQueue.Clear();
_queuedExplosions.Clear();
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
public override void Shutdown()
{
base.Shutdown();
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
if (component.Worn)
OnGetResistance(uid, component, ref args.Args);
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}
/// <inheritdoc/>
public override void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
{
// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
// but may not actually be explosive.
if (!Resolve(uid, ref explosive, logMissing: false))
return;
// No reusable explosions here.
if (explosive.Exploded)
return;
explosive.Exploded = !explosive.Repeatable;
// Override the explosion intensity if optional arguments were provided.
if (radius != null)
totalIntensity ??= RadiusToIntensity((float)radius, explosive.IntensitySlope, explosive.MaxIntensity);
totalIntensity ??= explosive.TotalIntensity;
QueueExplosion(uid,
explosive.ExplosionType,
(float)totalIntensity,
explosive.IntensitySlope,
explosive.MaxIntensity,
explosive.TileBreakScale,
explosive.MaxTileBreak,
explosive.CanCreateVacuum,
user);
if (explosive.DeleteAfterExplosion ?? delete)
QueueDel(uid);
}
/// <summary>
/// Find the strength needed to generate an explosion of a given radius. More useful for radii larger then 4, when the explosion becomes less "blocky".
/// </summary>
/// <remarks>
/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
/// actual radius.
/// </remarks>
public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
{
// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
// reasonably well.
// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
// enough.
var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
if (maxIntensity <= 0 || slope * radius < maxIntensity)
return coneVolume;
// This explosion is limited by the maxIntensity.
// Instead of a cone, we have a conical frustum.
// Subtract the volume of the missing cone segment, with height:
var h = slope * radius - maxIntensity;
return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
}
/// <summary>
/// Inverse formula for <see cref="RadiusToIntensity"/>
/// </summary>
public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
{
// max radius to avoid being capped by max-intensity
var r0 = maxIntensity / slope;
// volume at r0
var v0 = RadiusToIntensity(r0, slope);
if (totalIntensity <= v0)
{
// maxIntensity is a non-issue, can use simple inverse formula
return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
}
return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
}
/// <summary>
/// Queue an explosions, centered on some entity.
/// </summary>
public void QueueExplosion(EntityUid uid,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
EntityUid? user = null,
bool addLog = true)
{
var pos = Transform(uid);
var mapPos = _transformSystem.GetMapCoordinates(pos);
var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
QueueExplosion(mapPos, typeId, totalIntensity, slope, maxTileIntensity, uid, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
if (!addLog)
return;
if (user == null)
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(uid):entity} exploded ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
}
else
{
var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
var logImpact = (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
? LogImpact.Extreme
: LogImpact.High;
_adminLogger.Add(LogType.Explosion, logImpact,
$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
}
}
/// <summary>
/// Queue an explosion, with a specified epicenter and set of starting tiles.
/// </summary>
public void QueueExplosion(MapCoordinates epicenter,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
EntityUid? cause,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
bool addLog = true)
{
if (totalIntensity <= 0 || slope <= 0)
return;
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
{
Log.Error($"Attempted to spawn unknown explosion prototype: {type}");
return;
}
if (addLog) // dont log if already created a separate, more detailed, log.
_adminLogger.Add(LogType.Explosion, LogImpact.High, $"Explosion ({typeId}) spawned at {epicenter:coordinates} with intensity {totalIntensity} slope {slope}");
// try to combine explosions on the same tile if they are the same type
foreach (var queued in _queuedExplosions)
{
// ignore different types or those on different maps
if (queued.Proto.ID != type.ID || queued.Epicenter.MapId != epicenter.MapId)
continue;
var dst2 = queued.Proto.MaxCombineDistance * queued.Proto.MaxCombineDistance;
var direction = queued.Epicenter.Position - epicenter.Position;
if (direction.LengthSquared() > dst2)
continue;
// they are close enough to combine so just add total intensity and prevent queuing another one
queued.TotalIntensity += totalIntensity;
return;
}
var boom = new QueuedExplosion(type)
{
Epicenter = epicenter,
TotalIntensity = totalIntensity,
Slope = slope,
MaxTileIntensity = maxTileIntensity,
TileBreakScale = tileBreakScale,
MaxTileBreak = maxTileBreak,
CanCreateVacuum = canCreateVacuum,
Cause = cause
};
_explosionQueue.Enqueue(boom);
_queuedExplosions.Add(boom);
}
/// <summary>
/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
/// information about the affected tiles for the explosion system to process. It will also trigger the
/// camera shake and sound effect.
/// </summary>
private Explosion? SpawnExplosion(QueuedExplosion queued)
{
var pos = queued.Epicenter;
if (!_mapSystem.MapExists(pos.MapId))
return null;
var results = GetExplosionTiles(pos, queued.Proto.ID, queued.TotalIntensity, queued.Slope, queued.MaxTileIntensity);
if (results == null)
return null;
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
var visualEnt = CreateExplosionVisualEntity(pos, queued.Proto.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
// camera shake
CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
//For whatever bloody reason, sound system requires ENTITY coordinates.
var mapEntityCoords = _transformSystem.ToCoordinates(_mapSystem.GetMap(pos.MapId), pos);
// play sound.
// for the normal audio, we want everyone in pvs range
// + if the bomb is big enough, people outside of it too
// this is capped to 30 because otherwise really huge bombs
// will attempt to play regular audio for people who can't hear it anyway because the epicenter is so far away
//
// TODO EXPLOSION redo this.
// Use the Filter.Pvs range-multiplier option instead of AddInRange.
// Also the default PVS range is 25*2 = 50. So capping it at 30 makes no sense here.
// So actually maybe don't use Filter.Pvs at all and only use AddInRange?
var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
var filter = Filter.Pvs(pos).AddInRange(pos, audioRange);
var sound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
? queued.Proto.SmallSound
: queued.Proto.Sound;
_audio.PlayStatic(sound, filter, mapEntityCoords, true, sound.Params);
// play far sound
// far sound should play for anyone who wasn't in range of any of the effects of the bomb
var farAudioRange = iterationIntensity.Count * 5;
var farFilter = Filter.Empty().AddInRange(pos, farAudioRange).RemoveInRange(pos, audioRange);
var farSound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
? queued.Proto.SmallSoundFar
: queued.Proto.SoundFar;
_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
return new Explosion(this,
queued.Proto,
spaceData,
gridData.Values.ToList(),
iterationIntensity,
pos,
spaceMatrix,
area,
// TODO: instead of le copy paste fields refactor so it has QueuedExplosion as a field?
queued.TileBreakScale,
queued.MaxTileBreak,
queued.CanCreateVacuum,
EntityManager,
_mapManager,
visualEnt,
queued.Cause,
_map);
}
private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
{
var players = Filter.Empty();
players.AddInRange(epicenter, range, _playerManager, EntityManager);
foreach (var player in players.Recipients)
{
if (player.AttachedEntity is not EntityUid uid)
continue;
var playerPos = _transformSystem.GetWorldPosition(player.AttachedEntity!.Value);
var delta = epicenter.Position - playerPos;
if (delta.EqualsApprox(Vector2.Zero))
delta = new(0.01f, 0);
var distance = delta.Length();
var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
if (effect > 0.01f)
_recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
}
}
}