* First commit * Lockers * Lockers electric boogaloo * Crates and Lockers * Almost finishing the Textures folder * Updating texture paths. Reminder to fix: * Lockers * Windows * Vending Machines * APC * Catwalks * Bedsheets and Cloaks * Status effects * dont know what happened here * Commit before merge * re-organizing * Lockers broken * Commit before merge * Submodule * renaming * Fixing most issues * forgot these ones * Updating submodule * typo * Fixing some paths * fixing some paths * updating submodule * (hopefully) fixing the submodule
162 lines
6.7 KiB
C#
162 lines
6.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.Maps;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Explosions
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{
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public static class ExplosionHelper
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{
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/// <summary>
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/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
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/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
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/// </summary>
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private static Vector2 _epicenterDistance = (0.1f, 0.1f);
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public static void SpawnExplosion(GridCoordinates coords, int devastationRange, int heavyImpactRange, int lightImpactRange, int flashRange)
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{
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var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
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var mapManager = IoCManager.Resolve<IMapManager>();
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0f);
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//Entity damage calculation
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var entitiesAll = serverEntityManager.GetEntitiesInRange(coords, maxRange).ToList();
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foreach (var entity in entitiesAll)
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{
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if (entity.Deleted)
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continue;
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if (!entity.Transform.IsMapTransform)
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continue;
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var distanceFromEntity = (int)entity.Transform.GridPosition.Distance(mapManager, coords);
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ExplosionSeverity severity;
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if (distanceFromEntity < devastationRange)
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{
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severity = ExplosionSeverity.Destruction;
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}
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else if (distanceFromEntity < heavyImpactRange)
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{
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severity = ExplosionSeverity.Heavy;
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}
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else if (distanceFromEntity < lightImpactRange)
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{
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severity = ExplosionSeverity.Light;
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}
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else
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{
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continue;
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}
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var exAct = entitySystemManager.GetEntitySystem<ActSystem>();
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//exAct.HandleExplosion(Owner, entity, severity);
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exAct.HandleExplosion(coords, entity, severity);
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}
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//Tile damage calculation mockup
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//TODO: make it into some sort of actual damage component or whatever the boys think is appropriate
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var mapGrid = mapManager.GetGrid(coords.GridID);
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var circle = new Circle(coords.Position, maxRange);
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var tiles = mapGrid.GetTilesIntersecting(circle);
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foreach (var tile in tiles)
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{
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var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
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var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
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var baseTurfs = tileDef.BaseTurfs;
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if (baseTurfs.Count == 0)
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{
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continue;
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}
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var distanceFromTile = (int) tileLoc.Distance(mapManager, coords);
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if (distanceFromTile < devastationRange)
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{
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mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[0]].TileId));
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}
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else if (distanceFromTile < heavyImpactRange)
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{
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if (robustRandom.Prob(0.8f))
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{
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mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[^1]].TileId));
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}
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else
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{
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mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[0]].TileId));
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}
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}
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else if (distanceFromTile < lightImpactRange)
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{
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if (robustRandom.Prob(0.5f))
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{
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mapGrid.SetTile(tileLoc, new Tile(tileDefinitionManager[baseTurfs[^1]].TileId));
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}
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}
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}
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//Effects and sounds
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var message = new EffectSystemMessage
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{
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EffectSprite = "Effects/explosion.rsi",
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RsiState = "explosionfast",
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(5),
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Size = new Vector2(flashRange / 2, flashRange / 2),
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Coordinates = coords,
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//Rotated from east facing
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Rotation = 0f,
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
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Shaded = false
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};
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entitySystemManager.GetEntitySystem<EffectSystem>().CreateParticle(message);
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entitySystemManager.GetEntitySystem<AudioSystem>().PlayAtCoords("/Audio/Effects/explosion.ogg", coords);
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// Knock back cameras of all players in the area.
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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foreach (var player in playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.MapID != mapGrid.ParentMapId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
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{
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continue;
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}
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var playerPos = player.AttachedEntity.Transform.WorldPosition;
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var delta = coords.ToMapPos(mapManager) - playerPos;
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//Change if zero. Will result in a NaN later breaking camera shake if not changed
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if (delta.EqualsApprox((0.0f, 0.0f)))
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delta = _epicenterDistance;
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var distance = delta.LengthSquared;
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var effect = 1 / (1 + 0.2f * distance);
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if (effect > 0.01f)
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{
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var kick = -delta.Normalized * effect;
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recoil.Kick(kick);
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}
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}
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}
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}
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}
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