using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Camera;
using Content.Server.Explosion.Components;
using Content.Shared.Acts;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Sound;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Explosion.EntitySystems
{
public class ExplosionSystem : EntitySystem
{
///
/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
///
private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
///
/// Chance of a tile breaking if the severity is Light and Heavy
///
private const float LightBreakChance = 0.3f;
private const float HeavyBreakChance = 0.8f;
// TODO move this to the component
private static readonly SoundSpecifier ExplosionSound = new SoundCollectionSpecifier("explosion");
[Dependency] private readonly IEntityLookup _entityLookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _maps = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tiles = default!;
[Dependency] private readonly ActSystem _acts = default!;
[Dependency] private readonly EffectSystem _effects = default!;
[Dependency] private readonly TriggerSystem _triggers = default!;
[Dependency] private readonly AdminLogSystem _logSystem = default!;
private bool IgnoreExplosivePassable(IEntity e)
{
return e.HasTag("ExplosivePassable");
}
private ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heavyRange)
{
if (distance < devastationRange)
{
return ExplosionSeverity.Destruction;
}
else if (distance < heavyRange)
{
return ExplosionSeverity.Heavy;
}
else
{
return ExplosionSeverity.Light;
}
}
private void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
{
var players = Filter.Empty()
.AddInRange(epicenter.ToMap(EntityManager), MathF.Ceiling(maxRange))
.Recipients;
foreach (var player in players)
{
if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
{
continue;
}
var playerPos = player.AttachedEntity.Transform.WorldPosition;
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;
var distance = delta.LengthSquared;
var effect = 10 * (1 / (1 + distance));
if (effect > 0.01f)
{
var kick = -delta.Normalized * effect;
recoil.Kick(kick);
}
}
}
///
/// 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 void DamageEntitiesInRange(
EntityCoordinates epicenter,
Box2 boundingBox,
float devastationRange,
float heavyRange,
float maxRange,
MapId mapId)
{
var entitiesInRange = _entityLookup.GetEntitiesInRange(mapId, boundingBox, 0).ToList();
var impassableEntities = new List<(IEntity, float)>();
var nonImpassableEntities = new List<(IEntity, float)>();
// TODO: Given this seems to rely on physics it should just query directly like everything else.
// 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 || entity.IsInContainer())
{
continue;
}
if (!entity.Transform.Coordinates.TryDistance(EntityManager, epicenter, out var distance) ||
distance > maxRange)
{
continue;
}
if (!entity.TryGetComponent(out PhysicsComponent? body) || body.Fixtures.Count < 1)
{
continue;
}
if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{
impassableEntities.Add((entity, distance));
}
else
{
nonImpassableEntities.Add((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 tag ExplosivePassable, and the predicate make it so the entities with this tag are ignored
var epicenterMapPos = epicenter.ToMap(EntityManager);
foreach (var (entity, distance) in impassableEntities)
{
if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
continue;
}
_acts.HandleExplosion(epicenter, entity.Uid, CalculateSeverity(distance, devastationRange, heavyRange));
}
// 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)
{
if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
continue;
}
_acts.HandleExplosion(epicenter, entity.Uid, CalculateSeverity(distance, devastationRange, heavyRange));
}
}
///
/// 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 probability bracket [, , 1.0].
///
///
private void DamageTilesInRange(EntityCoordinates epicenter,
GridId gridId,
Box2 boundingBox,
float devastationRange,
float heaveyRange,
float maxRange)
{
if (!_maps.TryGetGrid(gridId, out var mapGrid))
{
return;
}
if (!EntityManager.EntityExists(mapGrid.GridEntityId))
{
return;
}
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) _tiles[tile.Tile.TypeId];
var baseTurfs = tileDef.BaseTurfs;
if (baseTurfs.Count == 0)
{
continue;
}
var zeroTile = new Tile(_tiles[baseTurfs[0]].TileId);
var previousTile = new Tile(_tiles[baseTurfs[^1]].TileId);
var severity = CalculateSeverity(distance, devastationRange, heaveyRange);
switch (severity)
{
case ExplosionSeverity.Light:
if (!previousTile.IsEmpty && _random.Prob(LightBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Heavy:
if (!previousTile.IsEmpty && _random.Prob(HeavyBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Destruction:
mapGrid.SetTile(tileLoc, zeroTile);
break;
}
}
}
private void FlashInRange(EntityCoordinates epicenter, float flashRange)
{
if (flashRange > 0)
{
var time = _timing.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
};
_effects.CreateParticle(message);
}
}
public void SpawnExplosion(
EntityUid entity,
int devastationRange = 0,
int heavyImpactRange = 0,
int lightImpactRange = 0,
int flashRange = 0,
EntityUid? user = null,
ExplosiveComponent? explosive = null,
TransformComponent? transform = null)
{
if (!Resolve(entity, ref transform))
{
return;
}
Resolve(entity, ref explosive, false);
if (explosive is { Exploding: false })
{
_triggers.Explode(entity, explosive, user);
}
else
{
while (EntityManager.TryGetEntity(entity, out var e) && e.TryGetContainer(out var container))
{
entity = container.Owner.Uid;
}
if (!EntityManager.TryGetComponent(entity, out transform))
{
return;
}
var epicenter = transform.Coordinates;
SpawnExplosion(epicenter, devastationRange, heavyImpactRange, lightImpactRange, flashRange, entity, user);
}
}
public void SpawnExplosion(
EntityCoordinates epicenter,
int devastationRange = 0,
int heavyImpactRange = 0,
int lightImpactRange = 0,
int flashRange = 0,
EntityUid? entity = null,
EntityUid? user = null)
{
var mapId = epicenter.GetMapId(EntityManager);
if (mapId == MapId.Nullspace)
{
return;
}
// logging
var text = $"{epicenter} with range {devastationRange}/{heavyImpactRange}/{lightImpactRange}/{flashRange}";
if (entity == null)
{
_logSystem.Add(LogType.Explosion, LogImpact.High, $"Explosion spawned at {text}");
}
else if (user == null)
{
_logSystem.Add(LogType.Explosion, LogImpact.High,
$"{EntityManager.GetEntity(entity.Value)} exploded at {text}");
}
else
{
_logSystem.Add(LogType.Explosion, LogImpact.High,
$"{EntityManager.GetEntity(user.Value)} caused {EntityManager.GetEntity(entity.Value)} to explode at {text}");
}
var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
var epicenterMapPos = epicenter.ToMapPos(EntityManager);
var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
epicenterMapPos + new Vector2(maxRange, maxRange));
SoundSystem.Play(Filter.Broadcast(), ExplosionSound.GetSound(), epicenter);
DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
var mapGridsNear = _maps.FindGridsIntersecting(mapId, boundingBox);
foreach (var gridId in mapGridsNear)
{
DamageTilesInRange(epicenter, gridId.Index, boundingBox, devastationRange, heavyImpactRange, maxRange);
}
CameraShakeInRange(epicenter, maxRange);
FlashInRange(epicenter, flashRange);
}
}
}