using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Chat.Managers;
using Content.Server.Explosion.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.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Throwing;
using Robust.Server.GameStates;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
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 : EntitySystem
{
[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 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 IChatManager _chat = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
///
/// "Tile-size" for space when there are no nearby grids to use as a reference.
///
public const ushort DefaultTileSize = 1;
private AudioParams _audioParams = AudioParams.Default.WithVolume(-3f);
///
/// The "default" explosion prototype.
///
///
/// 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.
///
public const string DefaultExplosionPrototypeId = "Default";
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(_prototypeManager.HasIndex(DefaultExplosionPrototypeId));
// handled in ExplosionSystem.GridMap.cs
SubscribeLocalEvent(OnGridRemoved);
SubscribeLocalEvent(OnGridStartup);
SubscribeLocalEvent(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>((e, c, ev) => OnGetResistance(e, c, ev.Args));
SubscribeLocalEvent(OnTileChanged);
SubscribeLocalEvent(OnReset);
SubscribeLocalEvent(OnArmorExamine);
// Handled by ExplosionSystem.Processing.cs
SubscribeLocalEvent(OnMapChanged);
// handled in ExplosionSystemAirtight.cs
SubscribeLocalEvent(OnAirtightDamaged);
SubscribeCvars();
InitAirtightMap();
InitVisuals();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
_explosionQueue.Clear();
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeCvars();
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
if (component.Modifiers.TryGetValue(args.ExplotionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}
///
/// Given an entity with an explosive component, spawn the appropriate explosion.
///
///
/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
/// solution in a reaction).
///
public 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 = true;
// 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 (delete)
EntityManager.QueueDeleteEntity(uid);
}
///
/// 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".
///
///
/// 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.
///
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);
}
///
/// Inverse formula for
///
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);
}
///
/// Queue an explosions, centered on some entity.
///
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);
QueueExplosion(pos.MapPosition, typeId, totalIntensity, slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
if (!addLog)
return;
if (user == null)
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(uid):entity} exploded ({typeId}) at {pos.Coordinates:coordinates} with intensity {totalIntensity} slope {slope}");
}
else
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at {pos.Coordinates:coordinates} with intensity {totalIntensity} slope {slope}");
var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
if (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
_chat.SendAdminAlert(user.Value, $"caused {ToPrettyString(uid)} to explode ({typeId}:{totalIntensity}) at {pos.Coordinates:coordinates}");
}
}
///
/// Queue an explosion, with a specified epicenter and set of starting tiles.
///
public void QueueExplosion(MapCoordinates epicenter,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
bool addLog = true)
{
if (totalIntensity <= 0 || slope <= 0)
return;
if (!_prototypeManager.TryIndex(typeId, out var type))
{
Logger.Error($"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}");
_explosionQueue.Enqueue(() => SpawnExplosion(epicenter, type, totalIntensity,
slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum));
}
///
/// This function actually spawns the explosion. It returns an instance with
/// information about the affected tiles for the explosion system to process. It will also trigger the
/// camera shake and sound effect.
///
private Explosion? SpawnExplosion(MapCoordinates epicenter,
ExplosionPrototype type,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale,
int maxTileBreak,
bool canCreateVacuum)
{
if (!_mapManager.MapExists(epicenter.MapId))
return null;
var results = GetExplosionTiles(epicenter, type.ID, totalIntensity, slope, maxTileIntensity);
if (results == null)
return null;
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
var visualEnt = CreateExplosionVisualEntity(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
// camera shake
CameraShake(iterationIntensity.Count * 2.5f, epicenter, totalIntensity);
//For whatever bloody reason, sound system requires ENTITY coordinates.
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))
));
}
}