diff --git a/Content.Server/Explosions/ExplosionHelper.cs b/Content.Server/Explosions/ExplosionHelper.cs
index fd7abd3a90..5479db7b3a 100644
--- a/Content.Server/Explosions/ExplosionHelper.cs
+++ b/Content.Server/Explosions/ExplosionHelper.cs
@@ -1,20 +1,33 @@
-using System;
+using System;
+using System.Collections.Generic;
using System.Linq;
+using Content.Server.GameObjects.Components.Atmos;
+using Content.Server.GameObjects.Components.Explosion;
+using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps;
+using Content.Shared.Physics;
+using Content.Shared.Utility;
+using Microsoft.Extensions.Logging;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
+using Robust.Shared.Containers;
+using Robust.Shared.GameObjects;
+using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
+using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
+using Robust.Shared.Physics;
using Robust.Shared.Random;
+using Robust.Shared.Timing;
namespace Content.Server.Explosions
{
@@ -26,129 +39,211 @@ namespace Content.Server.Explosions
///
private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
- public static void SpawnExplosion(this EntityCoordinates coords, int devastationRange, int heavyImpactRange, int lightImpactRange, int flashRange)
+ ///
+ /// Chance of a tile breaking if the severity is Light and Heavy
+ ///
+ private static readonly float LightBreakChance = 0.3f;
+ private static readonly float HeavyBreakChance = 0.8f;
+
+ private static bool IgnoreExplosivePassable(IEntity e) => (e.GetComponent().CollisionLayer & (int) CollisionGroup.ExplosivePassable) != 0;
+
+ private static ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heaveyRange)
{
- var tileDefinitionManager = IoCManager.Resolve();
+ if (distance < devastationRange)
+ {
+ return ExplosionSeverity.Destruction;
+ }
+ else if (distance < heaveyRange)
+ {
+ return ExplosionSeverity.Heavy;
+ }
+ else
+ {
+ return ExplosionSeverity.Light;
+ }
+ }
+
+ ///
+ /// Damage entities inside the range. The damage depends on a discrete
+ /// damage bracket [light, heavy, devastation] and the distance from the epicenter
+ ///
+ ///
+ /// A dictionary of coordinates relative to the parents of every grid of entities that survived the explosion,
+ /// have an airtight component and are currently blocking air. Like a wall.
+ ///
+ private static void DamageEntitiesInRange(EntityCoordinates epicenter, Box2 boundingBox,
+ float devastationRange,
+ float heaveyRange,
+ float maxRange,
+ MapId mapId)
+ {
+ var entityManager = IoCManager.Resolve();
var serverEntityManager = IoCManager.Resolve();
var entitySystemManager = IoCManager.Resolve();
- var mapManager = IoCManager.Resolve();
- var robustRandom = IoCManager.Resolve();
- var entityManager = IoCManager.Resolve();
- var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0f);
- //Entity damage calculation
- var entitiesAll = serverEntityManager.GetEntitiesInRange(coords, maxRange).ToList();
+ var exAct = entitySystemManager.GetEntitySystem();
- foreach (var entity in entitiesAll)
+ var entitiesInRange = serverEntityManager.GetEntitiesInRange(mapId, boundingBox, 0).ToList();
+
+ var impassableEntities = new List>();
+ var nonImpassableEntities = new List>();
+
+ // The entities are paired with their distance to the epicenter
+ // and splitted into two lists based on if they are Impassable or not
+ foreach (var entity in entitiesInRange)
{
- if (entity.Deleted)
- continue;
- if (!entity.Transform.IsMapTransform)
- continue;
-
- if (!entity.Transform.Coordinates.TryDistance(entityManager, coords, out var distance))
+ if (entity.Deleted || !entity.Transform.IsMapTransform)
{
continue;
}
- ExplosionSeverity severity;
- if (distance < devastationRange)
+ if (!entity.Transform.Coordinates.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
{
- severity = ExplosionSeverity.Destruction;
+ continue;
}
- else if (distance < heavyImpactRange)
+
+ if (!entity.TryGetComponent(out IPhysicsComponent body) || body.PhysicsShapes.Count < 1)
{
- severity = ExplosionSeverity.Heavy;
+ continue;
}
- else if (distance < lightImpactRange)
+
+ if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{
- severity = ExplosionSeverity.Light;
+ impassableEntities.Add(Tuple.Create(entity, distance));
}
else
+ {
+ nonImpassableEntities.Add(Tuple.Create(entity, distance));
+ }
+ }
+
+ // The Impassable entities are sorted in descending order
+ // Entities closer to the epicenter are first
+ impassableEntities.Sort((x, y) => x.Item2.CompareTo(y.Item2));
+
+ // Impassable entities are handled first. If they are damaged enough, they are destroyed and they may
+ // be able to spawn a new entity. I.e Wall -> Girder.
+ // Girder has a layer ExplosivePassable, and the predicate make it so the entities with this layer are ignored
+ var epicenterMapPos = epicenter.ToMap(entityManager);
+ foreach (var (entity, distance) in impassableEntities)
+ {
+ if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
continue;
}
- var exAct = entitySystemManager.GetEntitySystem();
- //exAct.HandleExplosion(Owner, entity, severity);
- exAct.HandleExplosion(coords, entity, severity);
+ exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
}
- //Tile damage calculation mockup
- //TODO: make it into some sort of actual damage component or whatever the boys think is appropriate
- if (mapManager.TryGetGrid(coords.GetGridId(entityManager), out var mapGrid))
+ // Impassable entities were handled first so NonImpassable entities have a bigger chance to get hit. As now
+ // there are probably more ExplosivePassable entities around
+ foreach (var (entity, distance) in nonImpassableEntities)
{
- var circle = new Circle(coords.ToMapPos(entityManager), maxRange);
- var tiles = mapGrid?.GetTilesIntersecting(circle);
- foreach (var tile in tiles)
+ if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
- var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
- var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
- var baseTurfs = tileDef.BaseTurfs;
- if (baseTurfs.Count == 0)
- {
- continue;
- }
+ continue;
+ }
+ exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
+ }
+ }
- if (!tileLoc.TryDistance(entityManager, coords, out var distance))
- {
- continue;
- }
+ ///
+ /// Damage tiles inside the range. The type of tile can change depending on a discrete
+ /// damage bracket [light, heavy, devastation], the distance from the epicenter and
+ /// a probabilty bracket [, , 1.0].
+ ///
+ ///
+ private static void DamageTilesInRange(EntityCoordinates epicenter,
+ GridId gridId,
+ Box2 boundingBox,
+ float devastationRange,
+ float heaveyRange,
+ float maxRange)
+ {
+ var mapManager = IoCManager.Resolve();
+ if (!mapManager.TryGetGrid(gridId, out var mapGrid))
+ {
+ return;
+ }
- var zeroTile = new Tile(tileDefinitionManager[baseTurfs[0]].TileId);
- var previousTile = new Tile(tileDefinitionManager[baseTurfs[^1]].TileId);
+ var entityManager = IoCManager.Resolve();
+ if (!entityManager.TryGetEntity(mapGrid.GridEntityId, out var grid))
+ {
+ return;
+ }
- switch (distance)
- {
- case var d when d < devastationRange:
- mapGrid.SetTile(tileLoc, zeroTile);
- break;
- case var d when d < heavyImpactRange
- && !previousTile.IsEmpty
- && robustRandom.Prob(0.8f):
+ var robustRandom = IoCManager.Resolve();
+ var tileDefinitionManager = IoCManager.Resolve();
+
+ var tilesInGridAndCircle = mapGrid.GetTilesIntersecting(boundingBox);
+
+ var epicenterMapPos = epicenter.ToMap(entityManager);
+ foreach (var tile in tilesInGridAndCircle)
+ {
+ var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
+ if (!tileLoc.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
+ {
+ continue;
+ }
+
+ if (tile.IsBlockedTurf(false))
+ {
+ continue;
+ }
+
+ if (!tileLoc.ToMap(entityManager).InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: false, predicate: IgnoreExplosivePassable))
+ {
+ continue;
+ }
+
+ var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
+ var baseTurfs = tileDef.BaseTurfs;
+ if (baseTurfs.Count == 0)
+ {
+ continue;
+ }
+
+ var zeroTile = new Tile(tileDefinitionManager[baseTurfs[0]].TileId);
+ var previousTile = new Tile(tileDefinitionManager[baseTurfs[^1]].TileId);
+
+ var severity = CalculateSeverity(distance, devastationRange, heaveyRange);
+
+ switch (severity)
+ {
+ case ExplosionSeverity.Light:
+ if (!previousTile.IsEmpty && robustRandom.Prob(LightBreakChance))
+ {
mapGrid.SetTile(tileLoc, previousTile);
- break;
- case var d when d < lightImpactRange
- && !previousTile.IsEmpty
- && robustRandom.Prob(0.5f):
+ }
+ break;
+ case ExplosionSeverity.Heavy:
+ if (!previousTile.IsEmpty && robustRandom.Prob(HeavyBreakChance))
+ {
mapGrid.SetTile(tileLoc, previousTile);
- break;
- }
+ }
+ break;
+ case ExplosionSeverity.Destruction:
+ mapGrid.SetTile(tileLoc, zeroTile);
+ break;
}
}
+ }
- //Effects and sounds
- var time = IoCManager.Resolve().CurTime;
- var message = new EffectSystemMessage
- {
- EffectSprite = "Effects/explosion.rsi",
- RsiState = "explosionfast",
- Born = time,
- DeathTime = time + TimeSpan.FromSeconds(5),
- Size = new Vector2(flashRange / 2, flashRange / 2),
- Coordinates = coords,
- //Rotated from east facing
- Rotation = 0f,
- ColorDelta = new Vector4(0, 0, 0, -1500f),
- Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
- Shaded = false
- };
- entitySystemManager.GetEntitySystem().CreateParticle(message);
- entitySystemManager.GetEntitySystem().PlayAtCoords("/Audio/Effects/explosion.ogg", coords);
-
- // Knock back cameras of all players in the area.
-
+ private static void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
+ {
var playerManager = IoCManager.Resolve();
- foreach (var player in playerManager.GetAllPlayers())
+ var players = playerManager.GetPlayersInRange(epicenter, (int) Math.Ceiling(maxRange));
+ foreach (var player in players)
{
- if (player.AttachedEntity == null
- || player.AttachedEntity.Transform.MapID != mapGrid.ParentMapId
- || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
+ if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
{
continue;
}
+ var entityManager = IoCManager.Resolve();
+
var playerPos = player.AttachedEntity.Transform.WorldPosition;
- var delta = coords.ToMapPos(entityManager) - playerPos;
+ var delta = epicenter.ToMapPos(entityManager) - playerPos;
+
//Change if zero. Will result in a NaN later breaking camera shake if not changed
if (delta.EqualsApprox((0.0f, 0.0f)))
delta = EpicenterDistance;
@@ -163,10 +258,75 @@ namespace Content.Server.Explosions
}
}
- public static void SpawnExplosion(this IEntity entity, int devastationRange, int heavyImpactRange,
- int lightImpactRange, int flashRange)
+ private static void FlashInRange(EntityCoordinates epicenter, float flashrange)
{
- entity.Transform.Coordinates.SpawnExplosion(devastationRange, heavyImpactRange, lightImpactRange, flashRange);
+ if (flashrange > 0)
+ {
+ var entitySystemManager = IoCManager.Resolve();
+ var time = IoCManager.Resolve().CurTime;
+ var message = new EffectSystemMessage
+ {
+ EffectSprite = "Effects/explosion.rsi",
+ RsiState = "explosionfast",
+ Born = time,
+ DeathTime = time + TimeSpan.FromSeconds(5),
+ Size = new Vector2(flashrange / 2, flashrange / 2),
+ Coordinates = epicenter,
+ Rotation = 0f,
+ ColorDelta = new Vector4(0, 0, 0, -1500f),
+ Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
+ Shaded = false
+ };
+ entitySystemManager.GetEntitySystem().CreateParticle(message);
+ }
+ }
+
+ private static void Detonate(IEntity source, int devastationRange, int heavyImpactRange, int lightImpactRange, int flashRange)
+ {
+ var mapId = source.Transform.MapID;
+ if (mapId == MapId.Nullspace)
+ {
+ return;
+ }
+
+ var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
+
+ while(source.TryGetContainer(out var cont))
+ {
+ source = cont.Owner;
+ }
+ var epicenter = source.Transform.Coordinates;
+
+ var entityManager = IoCManager.Resolve();
+ var mapManager = IoCManager.Resolve();
+
+ var epicenterMapPos = epicenter.ToMapPos(entityManager);
+ var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange), epicenterMapPos + new Vector2(maxRange, maxRange));
+
+ DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
+
+ var mapGridsNear = mapManager.FindGridsIntersecting(mapId, boundingBox);
+
+ foreach (var gridId in mapGridsNear)
+ {
+ DamageTilesInRange(epicenter, gridId.Index, boundingBox, devastationRange, heavyImpactRange, maxRange);
+ }
+
+ CameraShakeInRange(epicenter, maxRange);
+ FlashInRange(epicenter, flashRange);
+ }
+
+ public static void SpawnExplosion(this IEntity entity, int devastationRange = 0, int heavyImpactRange = 0, int lightImpactRange = 0, int flashRange = 0)
+ {
+ // If you want to directly set off the explosive
+ if (!entity.Deleted && entity.TryGetComponent(out ExplosiveComponent explosive) && !explosive.Exploding)
+ {
+ explosive.Explosion();
+ }
+ else
+ {
+ Detonate(entity, devastationRange, heavyImpactRange, lightImpactRange, flashRange);
+ }
}
}
}
diff --git a/Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs b/Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
index 69d0c14772..8b8ab5227a 100644
--- a/Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
+++ b/Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
@@ -1,4 +1,4 @@
-using Content.Server.Explosions;
+using Content.Server.Explosions;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
@@ -16,7 +16,7 @@ namespace Content.Server.GameObjects.Components.Explosion
public int LightImpactRange = 0;
public int FlashRange = 0;
- private bool _beingExploded = false;
+ public bool Exploding { get; private set; } = false;
public override void ExposeData(ObjectSerializer serializer)
{
@@ -30,14 +30,17 @@ namespace Content.Server.GameObjects.Components.Explosion
public bool Explosion()
{
- //Prevent adjacent explosives from infinitely blowing each other up.
- if (_beingExploded) return true;
- _beingExploded = true;
-
- Owner.SpawnExplosion(DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
-
- Owner.Delete();
- return true;
+ if (Exploding)
+ {
+ return false;
+ }
+ else
+ {
+ Exploding = true;
+ Owner.SpawnExplosion(DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
+ Owner.Delete();
+ return true;
+ }
}
bool ITimerTrigger.Trigger(TimerTriggerEventArgs eventArgs)
diff --git a/Content.Server/GameObjects/Components/Items/Storage/EntityStorageComponent.cs b/Content.Server/GameObjects/Components/Items/Storage/EntityStorageComponent.cs
index 632bfd4402..7d1bc4a495 100644
--- a/Content.Server/GameObjects/Components/Items/Storage/EntityStorageComponent.cs
+++ b/Content.Server/GameObjects/Components/Items/Storage/EntityStorageComponent.cs
@@ -1,4 +1,4 @@
-#nullable enable
+#nullable enable
using System;
using System.Linq;
using System.Threading;
@@ -470,7 +470,8 @@ namespace Content.Server.GameObjects.Components.Items.Storage
return;
}
- foreach (var entity in Contents.ContainedEntities)
+ var containedEntities = Contents.ContainedEntities.ToList();
+ foreach (var entity in containedEntities)
{
var exActs = entity.GetAllComponents().ToArray();
foreach (var exAct in exActs)
diff --git a/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs b/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs
index 8caf6ca3c6..089a422711 100644
--- a/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs
+++ b/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs
@@ -34,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
void ICollideBehavior.CollideWith(IEntity entity)
{
- if (!_shouldCollide) return;
+ if (!_shouldCollide || entity.Deleted) return;
if (entity.TryGetComponent(out PhysicsComponent collid))
{
if (!collid.Hard) // ignore non hard
diff --git a/Content.Server/Throw/ThrowHelper.cs b/Content.Server/Throw/ThrowHelper.cs
index 4d760383f7..a0ab566592 100644
--- a/Content.Server/Throw/ThrowHelper.cs
+++ b/Content.Server/Throw/ThrowHelper.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
@@ -43,10 +43,21 @@ namespace Content.Server.Throw
///
public static void Throw(this IEntity thrownEnt, float throwForce, EntityCoordinates targetLoc, EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
+ if (thrownEnt.Deleted)
+ {
+ return;
+ }
+
if (!thrownEnt.TryGetComponent(out IPhysicsComponent colComp))
return;
var entityManager = IoCManager.Resolve();
+ var direction_vector = targetLoc.ToMapPos(entityManager) - sourceLoc.ToMapPos(entityManager);
+
+ if (direction_vector.Length == 0)
+ {
+ return;
+ }
colComp.CanCollide = true;
// I can now collide with player, so that i can do damage.
@@ -61,8 +72,8 @@ namespace Content.Server.Throw
colComp.PhysicsShapes[0].CollisionMask |= (int) CollisionGroup.ThrownItem;
colComp.Status = BodyStatus.InAir;
}
- var angle = new Angle(targetLoc.ToMapPos(entityManager) - sourceLoc.ToMapPos(entityManager));
+ var angle = new Angle(direction_vector);
if (spread)
{
var spreadRandom = IoCManager.Resolve();
diff --git a/Content.Shared/Physics/CollisionGroup.cs b/Content.Shared/Physics/CollisionGroup.cs
index c5d2448076..5b676e8432 100644
--- a/Content.Shared/Physics/CollisionGroup.cs
+++ b/Content.Shared/Physics/CollisionGroup.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
@@ -23,6 +23,7 @@ namespace Content.Shared.Physics
GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Underplating = 1 << 7, // 128 Things that are under plating
Passable = 1 << 8, // 256 Things that are passable
+ ExplosivePassable = 1 << 9, // 512 Things that let the pressure of a explosion through
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
diff --git a/Resources/Prototypes/Entities/Constructible/Walls/girder.yml b/Resources/Prototypes/Entities/Constructible/Walls/girder.yml
index 2bdd1fbaee..aafac7939d 100644
--- a/Resources/Prototypes/Entities/Constructible/Walls/girder.yml
+++ b/Resources/Prototypes/Entities/Constructible/Walls/girder.yml
@@ -24,6 +24,7 @@
- MobImpassable
- VaultImpassable
- SmallImpassable
+ - ExplosivePassable
- type: Pullable
- type: Damageable
resistances: metallicResistances