* Clean up some parts of ExplosionSystem * Update Content.Shared/Damage/DamageSpecifier.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
418 lines
17 KiB
C#
418 lines
17 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Destructible;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Camera;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly FlammableSystem _flammableSystem = default!;
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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private EntityQuery<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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private EntityQuery<ActorComponent> _actorQuery;
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private EntityQuery<DestructibleComponent> _destructibleQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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private EntityQuery<AirtightComponent> _airtightQuery;
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/// <summary>
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/// "Tile-size" for space when there are no nearby grids to use as a reference.
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/// </summary>
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public const ushort DefaultTileSize = 1;
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public const int MaxExplosionAudioRange = 30;
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public override void Initialize()
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{
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base.Initialize();
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DebugTools.Assert(_prototypeManager.HasIndex(DefaultExplosionPrototypeId));
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// handled in ExplosionSystem.GridMap.cs
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
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SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
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// 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).
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SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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// Handled by ExplosionSystem.Processing.cs
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SubscribeLocalEvent<MapRemovedEvent>(OnMapRemoved);
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// handled in ExplosionSystemAirtight.cs
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SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
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SubscribeCvars();
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InitAirtightMap();
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InitVisuals();
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_flammableQuery = GetEntityQuery<FlammableComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_projectileQuery = GetEntityQuery<ProjectileComponent>();
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_actorQuery = GetEntityQuery<ActorComponent>();
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_destructibleQuery = GetEntityQuery<DestructibleComponent>();
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_damageableQuery = GetEntityQuery<DamageableComponent>();
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_airtightQuery = GetEntityQuery<AirtightComponent>();
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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_explosionQueue.Clear();
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_queuedExplosions.Clear();
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if (_activeExplosion != null)
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QueueDel(_activeExplosion.VisualEnt);
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_activeExplosion = null;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
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InventoryRelayedEvent<GetExplosionResistanceEvent> args)
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{
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if (component.Worn)
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OnGetResistance(uid, component, ref args.Args);
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}
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private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
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{
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args.DamageCoefficient *= component.DamageCoefficient;
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if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
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args.DamageCoefficient *= modifier;
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}
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/// <inheritdoc/>
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public override void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
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// but may not actually be explosive.
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if (!Resolve(uid, ref explosive, logMissing: false))
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return;
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// No reusable explosions here.
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if (explosive.Exploded)
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return;
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explosive.Exploded = !explosive.Repeatable;
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// Override the explosion intensity if optional arguments were provided.
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if (radius != null)
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totalIntensity ??= RadiusToIntensity((float)radius, explosive.IntensitySlope, explosive.MaxIntensity);
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totalIntensity ??= explosive.TotalIntensity;
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QueueExplosion(uid,
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explosive.ExplosionType,
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(float)totalIntensity,
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explosive.IntensitySlope,
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explosive.MaxIntensity,
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explosive.TileBreakScale,
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explosive.MaxTileBreak,
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explosive.CanCreateVacuum,
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user);
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if (explosive.DeleteAfterExplosion ?? delete)
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QueueDel(uid);
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}
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/// <summary>
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/// 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".
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/// </summary>
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/// <remarks>
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/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
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/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
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/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
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/// actual radius.
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/// </remarks>
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public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
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{
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// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
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// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
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// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
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// reasonably well.
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// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
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// enough.
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var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
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if (maxIntensity <= 0 || slope * radius < maxIntensity)
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return coneVolume;
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// This explosion is limited by the maxIntensity.
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// Instead of a cone, we have a conical frustum.
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// Subtract the volume of the missing cone segment, with height:
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var h = slope * radius - maxIntensity;
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return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
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}
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/// <summary>
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/// Inverse formula for <see cref="RadiusToIntensity"/>
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/// </summary>
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public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
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{
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// max radius to avoid being capped by max-intensity
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var r0 = maxIntensity / slope;
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// volume at r0
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var v0 = RadiusToIntensity(r0, slope);
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if (totalIntensity <= v0)
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{
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// maxIntensity is a non-issue, can use simple inverse formula
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return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
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}
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return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
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}
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/// <inheritdoc />
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public override void QueueExplosion(EntityUid uid,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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EntityUid? user = null,
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bool addLog = true)
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{
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var pos = Transform(uid);
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var mapPos = _transformSystem.GetMapCoordinates(pos);
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var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
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QueueExplosion(mapPos, typeId, totalIntensity, slope, maxTileIntensity, uid, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
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if (!addLog)
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return;
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if (user == null)
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{
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_adminLogger.Add(LogType.Explosion, LogImpact.High,
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$"{ToPrettyString(uid):entity} exploded ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
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}
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else
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{
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var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
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var logImpact = (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
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? LogImpact.Extreme
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: LogImpact.High;
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_adminLogger.Add(LogType.Explosion, logImpact,
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$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
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}
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}
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/// <summary>
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/// Queue an explosion, with a specified epicenter and set of starting tiles.
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/// </summary>
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public void QueueExplosion(MapCoordinates epicenter,
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string typeId,
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float totalIntensity,
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float slope,
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float maxTileIntensity,
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EntityUid? cause,
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float tileBreakScale = 1f,
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int maxTileBreak = int.MaxValue,
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bool canCreateVacuum = true,
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bool addLog = true)
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{
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if (totalIntensity <= 0 || slope <= 0)
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return;
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
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{
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Log.Error($"Attempted to spawn unknown explosion prototype: {type}");
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return;
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}
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if (addLog) // dont log if already created a separate, more detailed, log.
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_adminLogger.Add(LogType.Explosion, LogImpact.High, $"Explosion ({typeId}) spawned at {epicenter:coordinates} with intensity {totalIntensity} slope {slope}");
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// try to combine explosions on the same tile if they are the same type
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foreach (var queued in _queuedExplosions)
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{
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// ignore different types or those on different maps
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if (queued.Proto.ID != type.ID || queued.Epicenter.MapId != epicenter.MapId)
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continue;
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var dst2 = queued.Proto.MaxCombineDistance * queued.Proto.MaxCombineDistance;
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var direction = queued.Epicenter.Position - epicenter.Position;
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if (direction.LengthSquared() > dst2)
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continue;
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// they are close enough to combine so just add total intensity and prevent queuing another one
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queued.TotalIntensity += totalIntensity;
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return;
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}
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var boom = new QueuedExplosion(type)
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{
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Epicenter = epicenter,
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TotalIntensity = totalIntensity,
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Slope = slope,
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MaxTileIntensity = maxTileIntensity,
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TileBreakScale = tileBreakScale,
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MaxTileBreak = maxTileBreak,
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CanCreateVacuum = canCreateVacuum,
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Cause = cause
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};
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_explosionQueue.Enqueue(boom);
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_queuedExplosions.Add(boom);
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}
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/// <summary>
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/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
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/// information about the affected tiles for the explosion system to process. It will also trigger the
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/// camera shake and sound effect.
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/// </summary>
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private Explosion? SpawnExplosion(QueuedExplosion queued)
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{
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var pos = queued.Epicenter;
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if (!_map.MapExists(pos.MapId))
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return null;
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var results = GetExplosionTiles(pos, queued.Proto.ID, queued.TotalIntensity, queued.Slope, queued.MaxTileIntensity);
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if (results == null)
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return null;
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var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
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var visualEnt = CreateExplosionVisualEntity(pos, queued.Proto.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
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// camera shake
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CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
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//For whatever bloody reason, sound system requires ENTITY coordinates.
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var mapEntityCoords = _transformSystem.ToCoordinates(_map.GetMap(pos.MapId), pos);
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// play sound.
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// for the normal audio, we want everyone in pvs range
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// + if the bomb is big enough, people outside of it too
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// this is capped to 30 because otherwise really huge bombs
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// will attempt to play regular audio for people who can't hear it anyway because the epicenter is so far away
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//
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// TODO EXPLOSION redo this.
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// Use the Filter.Pvs range-multiplier option instead of AddInRange.
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// Also the default PVS range is 25*2 = 50. So capping it at 30 makes no sense here.
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// So actually maybe don't use Filter.Pvs at all and only use AddInRange?
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var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
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var filter = Filter.Pvs(pos).AddInRange(pos, audioRange);
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var sound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
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? queued.Proto.SmallSound
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: queued.Proto.Sound;
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_audio.PlayStatic(sound, filter, mapEntityCoords, true, sound.Params);
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// play far sound
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// far sound should play for anyone who wasn't in range of any of the effects of the bomb
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var farAudioRange = iterationIntensity.Count * 5;
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var farFilter = Filter.Empty().AddInRange(pos, farAudioRange).RemoveInRange(pos, audioRange);
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var farSound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
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? queued.Proto.SmallSoundFar
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: queued.Proto.SoundFar;
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_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
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return new Explosion(this,
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queued.Proto,
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spaceData,
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gridData.Values.ToList(),
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iterationIntensity,
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pos,
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spaceMatrix,
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area,
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// TODO: instead of le copy paste fields refactor so it has QueuedExplosion as a field?
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queued.TileBreakScale,
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queued.MaxTileBreak,
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queued.CanCreateVacuum,
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EntityManager,
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visualEnt,
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queued.Cause,
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_map,
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_damageableSystem);
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}
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private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
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{
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var players = Filter.Empty();
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players.AddInRange(epicenter, range, _playerManager, EntityManager);
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foreach (var player in players.Recipients)
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{
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if (player.AttachedEntity is not EntityUid uid)
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continue;
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var playerPos = _transformSystem.GetWorldPosition(player.AttachedEntity!.Value);
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var delta = epicenter.Position - playerPos;
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if (delta.EqualsApprox(Vector2.Zero))
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delta = new(0.01f, 0);
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var distance = delta.Length();
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var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
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if (effect > 0.01f)
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_recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
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}
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}
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}
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