* Remove ExplosivePassable collision layer Now we have tags which can do this cleaner. * Update typo * Vera's review Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
334 lines
14 KiB
C#
334 lines
14 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Server.GameObjects.Components.Explosion;
|
|
using Content.Server.GameObjects.Components.Mobs;
|
|
using Content.Shared.GameObjects.Components.Tag;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Utility;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Server.Interfaces.GameObjects;
|
|
using Robust.Server.Interfaces.Player;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.GameObjects.EntitySystemMessages;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
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.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Explosions
|
|
{
|
|
public static class ExplosionHelper
|
|
{
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
|
|
|
|
/// <summary>
|
|
/// Chance of a tile breaking if the severity is Light and Heavy
|
|
/// </summary>
|
|
private static readonly float LightBreakChance = 0.3f;
|
|
private static readonly float HeavyBreakChance = 0.8f;
|
|
|
|
private static bool IgnoreExplosivePassable(IEntity e) => e.HasTag("ExplosivePassable");
|
|
|
|
private static ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heaveyRange)
|
|
{
|
|
if (distance < devastationRange)
|
|
{
|
|
return ExplosionSeverity.Destruction;
|
|
}
|
|
else if (distance < heaveyRange)
|
|
{
|
|
return ExplosionSeverity.Heavy;
|
|
}
|
|
else
|
|
{
|
|
return ExplosionSeverity.Light;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Damage entities inside the range. The damage depends on a discrete
|
|
/// damage bracket [light, heavy, devastation] and the distance from the epicenter
|
|
/// </summary>
|
|
/// <returns>
|
|
/// 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.
|
|
/// </returns>
|
|
private static void DamageEntitiesInRange(EntityCoordinates epicenter, Box2 boundingBox,
|
|
float devastationRange,
|
|
float heaveyRange,
|
|
float maxRange,
|
|
MapId mapId)
|
|
{
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
|
|
var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
|
|
|
|
var exAct = entitySystemManager.GetEntitySystem<ActSystem>();
|
|
|
|
var entitiesInRange = serverEntityManager.GetEntitiesInRange(mapId, boundingBox, 0).ToList();
|
|
|
|
var impassableEntities = new List<Tuple<IEntity, float>>();
|
|
var nonImpassableEntities = new List<Tuple<IEntity, float>>();
|
|
|
|
// 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.Transform.IsMapTransform)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!entity.Transform.Coordinates.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!entity.TryGetComponent(out IPhysicsComponent? body) || body.PhysicsShapes.Count < 1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
|
|
{
|
|
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 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;
|
|
}
|
|
exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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 [<see cref="LightBreakChance"/>, <see cref="HeavyBreakChance"/>, 1.0].
|
|
/// </summary>
|
|
///
|
|
private static void DamageTilesInRange(EntityCoordinates epicenter,
|
|
GridId gridId,
|
|
Box2 boundingBox,
|
|
float devastationRange,
|
|
float heaveyRange,
|
|
float maxRange)
|
|
{
|
|
var mapManager = IoCManager.Resolve<IMapManager>();
|
|
if (!mapManager.TryGetGrid(gridId, out var mapGrid))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
if (!entityManager.TryGetEntity(mapGrid.GridEntityId, out var grid))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
|
var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
|
|
|
|
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 ExplosionSeverity.Heavy:
|
|
if (!previousTile.IsEmpty && robustRandom.Prob(HeavyBreakChance))
|
|
{
|
|
mapGrid.SetTile(tileLoc, previousTile);
|
|
}
|
|
break;
|
|
case ExplosionSeverity.Destruction:
|
|
mapGrid.SetTile(tileLoc, zeroTile);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
|
|
{
|
|
var playerManager = IoCManager.Resolve<IPlayerManager>();
|
|
var players = playerManager.GetPlayersInRange(epicenter, (int) Math.Ceiling(maxRange));
|
|
foreach (var player in players)
|
|
{
|
|
if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void FlashInRange(EntityCoordinates epicenter, float flashrange)
|
|
{
|
|
if (flashrange > 0)
|
|
{
|
|
var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
|
|
var time = IoCManager.Resolve<IGameTiming>().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<EffectSystem>().CreateParticle(message);
|
|
}
|
|
}
|
|
|
|
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
|
|
{
|
|
while (entity.TryGetContainer(out var cont))
|
|
{
|
|
entity = cont.Owner;
|
|
}
|
|
|
|
var epicenter = entity.Transform.Coordinates;
|
|
|
|
SpawnExplosion(epicenter, devastationRange, heavyImpactRange, lightImpactRange, flashRange);
|
|
}
|
|
}
|
|
|
|
public static void SpawnExplosion(EntityCoordinates epicenter, int devastationRange = 0,
|
|
int heavyImpactRange = 0, int lightImpactRange = 0, int flashRange = 0)
|
|
{
|
|
var mapId = epicenter.GetMapId(IoCManager.Resolve<IEntityManager>());
|
|
if (mapId == MapId.Nullspace)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
var mapManager = IoCManager.Resolve<IMapManager>();
|
|
|
|
var epicenterMapPos = epicenter.ToMapPos(entityManager);
|
|
var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
|
|
epicenterMapPos + new Vector2(maxRange, maxRange));
|
|
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/explosion.ogg", epicenter);
|
|
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);
|
|
}
|
|
}
|
|
}
|