# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
428 lines
17 KiB
C#
428 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.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared._RMC14.Explosion;
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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.GameObjects;
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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 MapSystem _mapSystem = 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 IAdminLogManager _adminLogger = 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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private EntityQuery<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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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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/// <summary>
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/// The "default" explosion prototype.
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/// </summary>
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/// <remarks>
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/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
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/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
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/// a "default" option specified outside of yaml data-fields. Hence this const string.
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/// </remarks>
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public static readonly ProtoId<ExplosionPrototype> DefaultExplosionPrototypeId = "Default";
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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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}
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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();
|
|
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;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override 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 = !explosive.Repeatable;
|
|
|
|
// 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)
|
|
QueueDel(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, uid, 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
|
|
{
|
|
var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
|
|
var logImpact = (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
|
|
? LogImpact.Extreme
|
|
: LogImpact.High;
|
|
_adminLogger.Add(LogType.Explosion, logImpact,
|
|
$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queue an explosion, with a specified epicenter and set of starting tiles.
|
|
/// </summary>
|
|
public void QueueExplosion(MapCoordinates epicenter,
|
|
string typeId,
|
|
float totalIntensity,
|
|
float slope,
|
|
float maxTileIntensity,
|
|
EntityUid? cause,
|
|
float tileBreakScale = 1f,
|
|
int maxTileBreak = int.MaxValue,
|
|
bool canCreateVacuum = true,
|
|
bool addLog = true)
|
|
{
|
|
if (totalIntensity <= 0 || slope <= 0)
|
|
return;
|
|
|
|
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
|
|
{
|
|
Log.Error($"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}");
|
|
|
|
// try to combine explosions on the same tile if they are the same type
|
|
foreach (var queued in _queuedExplosions)
|
|
{
|
|
// ignore different types or those on different maps
|
|
if (queued.Proto.ID != type.ID || queued.Epicenter.MapId != epicenter.MapId)
|
|
continue;
|
|
|
|
var dst2 = queued.Proto.MaxCombineDistance * queued.Proto.MaxCombineDistance;
|
|
var direction = queued.Epicenter.Position - epicenter.Position;
|
|
if (direction.LengthSquared() > dst2)
|
|
continue;
|
|
|
|
// they are close enough to combine so just add total intensity and prevent queuing another one
|
|
queued.TotalIntensity += totalIntensity;
|
|
return;
|
|
}
|
|
|
|
var boom = new QueuedExplosion(type)
|
|
{
|
|
Epicenter = epicenter,
|
|
TotalIntensity = totalIntensity,
|
|
Slope = slope,
|
|
MaxTileIntensity = maxTileIntensity,
|
|
TileBreakScale = tileBreakScale,
|
|
MaxTileBreak = maxTileBreak,
|
|
CanCreateVacuum = canCreateVacuum,
|
|
Cause = cause
|
|
};
|
|
_explosionQueue.Enqueue(boom);
|
|
_queuedExplosions.Add(boom);
|
|
|
|
// Sunrise added start
|
|
if (!cause.HasValue)
|
|
return;
|
|
|
|
var ev = new CMExplosiveTriggeredEvent();
|
|
RaiseLocalEvent(cause.Value, ref ev);
|
|
// Sunrise added end
|
|
}
|
|
|
|
/// <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(QueuedExplosion queued)
|
|
{
|
|
var pos = queued.Epicenter;
|
|
if (!_mapSystem.MapExists(pos.MapId))
|
|
return null;
|
|
|
|
var results = GetExplosionTiles(pos, queued.Proto.ID, queued.TotalIntensity, queued.Slope, queued.MaxTileIntensity);
|
|
|
|
if (results == null)
|
|
return null;
|
|
|
|
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
|
|
|
|
// Sunrise edit - queued.Proto.ID -> queued.Proto
|
|
var visualEnt = CreateExplosionVisualEntity(pos, queued.Proto, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
|
|
|
|
// camera shake
|
|
CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
|
|
|
|
//For whatever bloody reason, sound system requires ENTITY coordinates.
|
|
var mapEntityCoords = _transformSystem.ToCoordinates(_mapSystem.GetMap(pos.MapId), pos);
|
|
|
|
// 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
|
|
//
|
|
// TODO EXPLOSION redo this.
|
|
// Use the Filter.Pvs range-multiplier option instead of AddInRange.
|
|
// Also the default PVS range is 25*2 = 50. So capping it at 30 makes no sense here.
|
|
// So actually maybe don't use Filter.Pvs at all and only use AddInRange?
|
|
var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
|
|
var filter = Filter.Pvs(pos).AddInRange(pos, audioRange);
|
|
var sound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
|
|
? queued.Proto.SmallSound
|
|
: queued.Proto.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(pos, farAudioRange).RemoveInRange(pos, audioRange);
|
|
var farSound = iterationIntensity.Count < queued.Proto.SmallSoundIterationThreshold
|
|
? queued.Proto.SmallSoundFar
|
|
: queued.Proto.SoundFar;
|
|
|
|
_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
|
|
|
|
return new Explosion(this,
|
|
queued.Proto,
|
|
spaceData,
|
|
gridData.Values.ToList(),
|
|
iterationIntensity,
|
|
pos,
|
|
spaceMatrix,
|
|
area,
|
|
// TODO: instead of le copy paste fields refactor so it has QueuedExplosion as a field?
|
|
queued.TileBreakScale,
|
|
queued.MaxTileBreak,
|
|
queued.CanCreateVacuum,
|
|
EntityManager,
|
|
_mapManager,
|
|
visualEnt,
|
|
queued.Cause,
|
|
_map);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|