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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
372 lines
15 KiB
C#
372 lines
15 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.Explosion.Components;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Armor;
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using Content.Shared.Camera;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Throwing;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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/// <summary>
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/// "Tile-size" for space when there are no nearby grids to use as a reference.
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/// </summary>
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public const ushort DefaultTileSize = 1;
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private AudioParams _audioParams = AudioParams.Default.WithVolume(-3f);
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/// <summary>
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/// The "default" explosion prototype.
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/// </summary>
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/// <remarks>
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/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
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/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
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/// a "default" option specified outside of yaml data-fields. Hence this const string.
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/// </remarks>
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[ValidatePrototypeId<ExplosionPrototype>]
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public const string DefaultExplosionPrototypeId = "Default";
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public override void Initialize()
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{
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base.Initialize();
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DebugTools.Assert(_prototypeManager.HasIndex<ExplosionPrototype>(DefaultExplosionPrototypeId));
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// handled in ExplosionSystem.GridMap.cs
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
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SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
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// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
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// Handled by ExplosionSystem.Processing.cs
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SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
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// handled in ExplosionSystemAirtight.cs
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SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
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SubscribeCvars();
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InitAirtightMap();
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InitVisuals();
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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_explosionQueue.Clear();
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if (_activeExplosion != null)
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QueueDel(_activeExplosion.VisualEnt);
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_activeExplosion = null;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeCvars();
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
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InventoryRelayedEvent<GetExplosionResistanceEvent> args)
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{
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var a = args.Args;
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OnGetResistance(uid, component, ref a);
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}
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private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
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{
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args.DamageCoefficient *= component.DamageCoefficient;
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if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
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args.DamageCoefficient *= modifier;
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}
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/// <summary>
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/// Given an entity with an explosive component, spawn the appropriate explosion.
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/// </summary>
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/// <remarks>
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/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
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/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
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/// solution in a reaction).
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/// </remarks>
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public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
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// but may not actually be explosive.
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if (!Resolve(uid, ref explosive, logMissing: false))
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return;
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// No reusable explosions here.
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if (explosive.Exploded)
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return;
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explosive.Exploded = true;
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// Override the explosion intensity if optional arguments were provided.
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if (radius != null)
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totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
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totalIntensity ??= explosive.TotalIntensity;
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QueueExplosion(uid,
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explosive.ExplosionType,
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(float) totalIntensity,
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explosive.IntensitySlope,
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explosive.MaxIntensity,
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explosive.TileBreakScale,
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explosive.MaxTileBreak,
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explosive.CanCreateVacuum,
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user);
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if (explosive.DeleteAfterExplosion ?? delete)
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EntityManager.QueueDeleteEntity(uid);
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}
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/// <summary>
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/// Find the strength needed to generate an explosion of a given radius. More useful for radii larger then 4, when the explosion becomes less "blocky".
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/// </summary>
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/// <remarks>
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/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
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/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
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/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
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/// actual radius.
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/// </remarks>
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public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
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{
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// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
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// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
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// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
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// reasonably well.
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// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
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// enough.
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var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
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if (maxIntensity <= 0 || slope * radius < maxIntensity)
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return coneVolume;
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// This explosion is limited by the maxIntensity.
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// Instead of a cone, we have a conical frustum.
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// Subtract the volume of the missing cone segment, with height:
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var h = slope * radius - maxIntensity;
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return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
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}
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/// <summary>
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/// Inverse formula for <see cref="RadiusToIntensity"/>
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/// </summary>
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public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
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{
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// max radius to avoid being capped by max-intensity
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var r0 = maxIntensity / slope;
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// volume at r0
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var v0 = RadiusToIntensity(r0, slope);
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if (totalIntensity <= v0)
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{
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// maxIntensity is a non-issue, can use simple inverse formula
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return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
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}
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return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
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}
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/// <summary>
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/// Queue an explosions, centered on some entity.
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/// </summary>
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public void QueueExplosion(EntityUid uid,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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EntityUid? user = null,
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bool addLog = true)
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{
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var pos = Transform(uid);
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QueueExplosion(pos.MapPosition, typeId, totalIntensity, slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
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if (!addLog)
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return;
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if (user == null)
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{
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_adminLogger.Add(LogType.Explosion, LogImpact.High,
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$"{ToPrettyString(uid):entity} exploded ({typeId}) at {pos.Coordinates:coordinates} with intensity {totalIntensity} slope {slope}");
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}
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else
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{
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_adminLogger.Add(LogType.Explosion, LogImpact.High,
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$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at {pos.Coordinates:coordinates} with intensity {totalIntensity} slope {slope}");
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var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
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if (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
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_chat.SendAdminAlert(user.Value, $"caused {ToPrettyString(uid)} to explode ({typeId}:{totalIntensity}) at {pos.Coordinates:coordinates}");
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}
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}
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/// <summary>
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/// Queue an explosion, with a specified epicenter and set of starting tiles.
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/// </summary>
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public void QueueExplosion(MapCoordinates epicenter,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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bool addLog = true)
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{
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if (totalIntensity <= 0 || slope <= 0)
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return;
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
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{
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Logger.Error($"Attempted to spawn unknown explosion prototype: {type}");
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return;
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}
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if (addLog) // dont log if already created a separate, more detailed, log.
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_adminLogger.Add(LogType.Explosion, LogImpact.High, $"Explosion ({typeId}) spawned at {epicenter:coordinates} with intensity {totalIntensity} slope {slope}");
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_explosionQueue.Enqueue(() => SpawnExplosion(epicenter, type, totalIntensity,
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slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum));
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}
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/// <summary>
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/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
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/// information about the affected tiles for the explosion system to process. It will also trigger the
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/// camera shake and sound effect.
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/// </summary>
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private Explosion? SpawnExplosion(MapCoordinates epicenter,
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ExplosionPrototype type,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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float tileBreakScale,
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int maxTileBreak,
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bool canCreateVacuum)
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{
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if (!_mapManager.MapExists(epicenter.MapId))
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return null;
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var results = GetExplosionTiles(epicenter, type.ID, totalIntensity, slope, maxTileIntensity);
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if (results == null)
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return null;
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var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
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var visualEnt = CreateExplosionVisualEntity(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
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// camera shake
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CameraShake(iterationIntensity.Count * 2.5f, epicenter, totalIntensity);
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//For whatever bloody reason, sound system requires ENTITY coordinates.
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|
var mapEntityCoords = EntityCoordinates.FromMap(EntityManager, _mapManager.GetMapEntityId(epicenter.MapId), epicenter);
|
|
|
|
// play sound.
|
|
var audioRange = iterationIntensity.Count * 5;
|
|
var filter = Filter.Pvs(epicenter).AddInRange(epicenter, audioRange);
|
|
SoundSystem.Play(type.Sound.GetSound(), filter, mapEntityCoords, _audioParams);
|
|
|
|
return new Explosion(this,
|
|
type,
|
|
spaceData,
|
|
gridData.Values.ToList(),
|
|
iterationIntensity,
|
|
epicenter,
|
|
spaceMatrix,
|
|
area,
|
|
tileBreakScale,
|
|
maxTileBreak,
|
|
canCreateVacuum,
|
|
EntityManager,
|
|
_mapManager,
|
|
visualEnt);
|
|
}
|
|
|
|
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 = Transform(player.AttachedEntity!.Value).WorldPosition;
|
|
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);
|
|
}
|
|
}
|
|
|
|
private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
|
|
{
|
|
args.Msg.PushNewline();
|
|
args.Msg.AddMarkup(Loc.GetString("explosion-resistance-coefficient-value",
|
|
("value", MathF.Round((1f - component.DamageCoefficient) * 100, 1))
|
|
));
|
|
}
|
|
}
|