* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
406 lines
17 KiB
C#
406 lines
17 KiB
C#
using System.Linq;
|
|
using System.Numerics;
|
|
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.Armor;
|
|
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.Projectiles;
|
|
using Content.Shared.Throwing;
|
|
using Robust.Server.GameStates;
|
|
using Robust.Server.Player;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Physics.Components;
|
|
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 SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
|
[Dependency] private readonly SharedMapSystem _map = default!;
|
|
|
|
private EntityQuery<TransformComponent> _transformQuery;
|
|
private EntityQuery<DamageableComponent> _damageQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<ProjectileComponent> _projectileQuery;
|
|
|
|
/// <summary>
|
|
/// "Tile-size" for space when there are no nearby grids to use as a reference.
|
|
/// </summary>
|
|
public const ushort DefaultTileSize = 1;
|
|
|
|
public const int MaxExplosionAudioRange = 30;
|
|
|
|
/// <summary>
|
|
/// The "default" explosion prototype.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[ValidatePrototypeId<ExplosionPrototype>]
|
|
public const string DefaultExplosionPrototypeId = "Default";
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
DebugTools.Assert(_prototypeManager.HasIndex<ExplosionPrototype>(DefaultExplosionPrototypeId));
|
|
|
|
// handled in ExplosionSystem.GridMap.cs
|
|
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
|
|
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
|
|
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(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<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
|
|
|
|
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
|
|
|
|
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
|
|
|
|
SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
|
|
|
|
// Handled by ExplosionSystem.Processing.cs
|
|
SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
|
|
|
|
// handled in ExplosionSystemAirtight.cs
|
|
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
|
|
SubscribeCvars();
|
|
InitAirtightMap();
|
|
InitVisuals();
|
|
|
|
_transformQuery = GetEntityQuery<TransformComponent>();
|
|
_damageQuery = GetEntityQuery<DamageableComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
_projectileQuery = GetEntityQuery<ProjectileComponent>();
|
|
}
|
|
|
|
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();
|
|
_nodeGroupSystem.PauseUpdating = false;
|
|
_pathfindingSystem.PauseUpdating = false;
|
|
}
|
|
|
|
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
|
|
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
|
|
{
|
|
if (component.Worn)
|
|
OnGetResistance(uid, component, ref args.Args);
|
|
}
|
|
|
|
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
|
|
{
|
|
args.DamageCoefficient *= component.DamageCoefficient;
|
|
if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
|
|
args.DamageCoefficient *= modifier;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given an entity with an explosive component, spawn the appropriate explosion.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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).
|
|
/// </remarks>
|
|
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 (explosive.DeleteAfterExplosion ?? delete)
|
|
EntityManager.QueueDeleteEntity(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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".
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inverse formula for <see cref="RadiusToIntensity"/>
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queue an explosions, centered on some entity.
|
|
/// </summary>
|
|
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);
|
|
|
|
var mapPos = _transformSystem.GetMapCoordinates(pos);
|
|
|
|
var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
|
|
|
|
QueueExplosion(mapPos, 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:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} 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:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} 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:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queue an explosion, with a specified epicenter and set of starting tiles.
|
|
/// </summary>
|
|
public void QueueExplosion(MapCoordinates epicenter,
|
|
string typeId,
|
|
float totalIntensity,
|
|
float slope,
|
|
float maxTileIntensity,
|
|
float tileBreakScale = 1f,
|
|
int maxTileBreak = int.MaxValue,
|
|
bool canCreateVacuum = true,
|
|
bool addLog = true)
|
|
{
|
|
if (totalIntensity <= 0 || slope <= 0)
|
|
return;
|
|
|
|
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
|
|
{
|
|
Logger.Error($"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));
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
|
|
/// information about the affected tiles for the explosion system to process. It will also trigger the
|
|
/// camera shake and sound effect.
|
|
/// </summary>
|
|
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 * 4f, epicenter, totalIntensity);
|
|
|
|
//For whatever bloody reason, sound system requires ENTITY coordinates.
|
|
var mapEntityCoords = EntityCoordinates.FromMap(EntityManager, _mapManager.GetMapEntityId(epicenter.MapId), epicenter);
|
|
|
|
// play sound.
|
|
// for the normal audio, we want everyone in pvs range
|
|
// + if the bomb is big enough, people outside of it too
|
|
// this is capped to 30 because otherwise really huge bombs
|
|
// will attempt to play regular audio for people who can't hear it anyway because the epicenter is so far away
|
|
var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
|
|
var filter = Filter.Pvs(epicenter).AddInRange(epicenter, audioRange);
|
|
var sound = iterationIntensity.Count < type.SmallSoundIterationThreshold
|
|
? type.SmallSound
|
|
: type.Sound;
|
|
|
|
_audio.PlayStatic(sound, filter, mapEntityCoords, true, sound.Params);
|
|
|
|
// play far sound
|
|
// far sound should play for anyone who wasn't in range of any of the effects of the bomb
|
|
var farAudioRange = iterationIntensity.Count * 5;
|
|
var farFilter = Filter.Empty().AddInRange(epicenter, farAudioRange).RemoveInRange(epicenter, audioRange);
|
|
var farSound = iterationIntensity.Count < type.SmallSoundIterationThreshold
|
|
? type.SmallSoundFar
|
|
: type.SoundFar;
|
|
|
|
_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
|
|
|
|
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)
|
|
{
|
|
var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
|
|
|
|
args.Msg.PushNewline();
|
|
args.Msg.AddMarkup(Loc.GetString(component.Examine, ("value", value)));
|
|
}
|
|
}
|