* Fix TransformComponent.MapPosition warnings in Content.Client * Fix TransformComponent.MapPosition warnings in Content.IntegrationTests * Fix TransformComponent.MapPosition warnings in Content.Shared * Fix TransformComponent.MapPosition warnings in Content.Server * Fix TransformComponent.WorldPosition warnings in Content.Shared * Fix TransformComponent.WorldPosition warnings in Content.Client Excepts ClickableComponent b/c that needs to be ECS'd entirely later * Fix TransformComponent.WorldPosition warnings in Content.Server * Fix TransformComponent.WorldRotation warnings in Content.* * Fix TransformComponent.MapPosition warnings I missed * Fix TransformComponent.WorldMatrix warnings in Content.* * Fix TransformComponent.InvWorldMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrixWithInv warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotation warnings in Content.* * Fix TransformComponent.Anchored.set warnings in Content.* * Fix TransformComponent.Coordinates.set warnings in Content.* * Fix TransformComponent.LocalPosition.set warnings in Content.* * Fix TransformComponent.AttachToGridOrMap warnings in Content.* * Fix TransformComponent.AttachParent warnings in Content.* * Preempt TransformComponent.LocalRotation.set warnings in Content.Shared * Preempt TransformComponent.LocalRotation.set warnings in Content.Client * Preempt TransformComponent.LocalRotation.set warnings in Content.IntegrationTests * Preempt TransformComponent.LocalRotation.set warnings in Content.Server * Fix/Preempt the remaining obsolete TransformComponent properties/methods in Content.* * ECS ClickableComponent * Fix obsolete SharedTransformSystem methods in Content.* * Fix ExplosionOverlay `SharedTransformSystem` dependency * Maybe fix null eye position breaking tests * MGS requested changes
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 = _transformSystem.GetWorldPosition(player.AttachedEntity!.Value);
|
|
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)));
|
|
}
|
|
}
|