Fixes to explosionhelper (#2819)
* Revert "Make handheld explosives affect tiles (#2806)"
This reverts commit 005e142949.
* Fixes tiles being destroyed under walls by an explosion
* Extra imports removed
* Handles explosion in space and different grids
This handle explosions across different grids, and tiles are still protected if there is an entity airtight and currently blocking air on top of them that survived the explosion.
* Some bug fixes
- The way tiles were being protected was silly.
- Big explosions cause a lot of objects to trigger multiple events and at the same time they are destroyed.
- Explosions spawning inside containers like closets work now.
* Range bug fixes
* Explosive
The explosion works even if the entity exploding is inside multiple 'layers' of containers like.
bomb -> survival box -> tool box -> closet
* Explosions are different now
Explosion can't jump over walls now.
Explosions work like rays now, if an explosion breaks a wall it can scatter inside the room.
If entities are behind impassable entities that survive the blast they are left unscathed.
* Little fix
* Remove the extra lookup of tiles
* Another small change
* Restore the second lookup
I thought this was extra, but this protects the tile under it if there is an Impassable entity on top. None wants anchored girders on top of lattice/space
* Changing order of conditions
IsBlockedTurf is cheaper to run than InRangeUnobstructed.
* Yep
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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@@ -23,6 +23,7 @@ namespace Content.Shared.Physics
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GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 7, // 128 Things that are under plating
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Passable = 1 << 8, // 256 Things that are passable
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ExplosivePassable = 1 << 9, // 512 Things that let the pressure of a explosion through
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MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
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MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
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