shuttle impacts port (#37422)
* initial * adjust densities and thruster hp * Fix evil hack * Last stuff * review, cleanup * admin RW * minor cleanup --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,60 +1,435 @@
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using System.Numerics;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Audio;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Slippery;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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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 System.Numerics;
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namespace Content.Server.Shuttles.Systems;
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// shuttle impact damage ported from Goobstation (AGPLv3) with agreement of all coders involved
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public sealed partial class ShuttleSystem
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{
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/// <summary>
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/// Minimum velocity difference between 2 bodies for a shuttle "impact" to occur.
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/// </summary>
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private const int MinimumImpactVelocity = 10;
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private bool _enabled;
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private float _minimumImpactInertia;
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private float _minimumImpactVelocity;
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private float _tileBreakEnergyMultiplier;
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private float _damageMultiplier;
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private float _structuralDamage;
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private float _sparkEnergy;
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private float _impactRadius;
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private float _impactSlowdown;
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private float _minThrowVelocity;
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private float _massBias;
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private float _inertiaScaling;
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// this doesn't update if plating mass is changed but edgecase
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private float _platingMass;
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private const float _sparkChance = 0.2f;
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// shuttle mass to consider the neutral point for inertia scaling
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private const float _baseShuttleMass = 50f;
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// exists primarily for optimisation so not a cvar
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private const float _minImpulseVelocity = 0.07f;
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// high-speed collisions tend to be a series of increasingly smaller collisions so don't spam admin logs
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private readonly TimeSpan _adminLogSpacing = TimeSpan.FromSeconds(3);
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private readonly SoundCollectionSpecifier _shuttleImpactSound = new("ShuttleImpactSound");
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private readonly ProtoId<ContentTileDefinition> _platingId = "Plating";
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private readonly EntProtoId _sparkEffect = "EffectSparks";
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private EntityQuery<DamageableComponent> _dmgQuery;
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private EntityQuery<ProjectileComponent> _projQuery;
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private HashSet<EntityUid> _countedEnts = new();
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private HashSet<EntityUid> _intersecting = new();
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// for _adminLogSpacing
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private Dictionary<EntityUid, TimeSpan> _impactedAt = new();
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private void InitializeImpact()
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{
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SubscribeLocalEvent<ShuttleComponent, StartCollideEvent>(OnShuttleCollide);
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_dmgQuery = GetEntityQuery<DamageableComponent>();
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_projQuery = GetEntityQuery<ProjectileComponent>();
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Subs.CVar(_cfg, CCVars.ImpactEnabled, value => _enabled = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
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Subs.CVar(_cfg, CCVars.MinimumImpactVelocity, value => _minimumImpactVelocity = value, true);
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Subs.CVar(_cfg, CCVars.TileBreakEnergyMultiplier, value => _tileBreakEnergyMultiplier = value, true);
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Subs.CVar(_cfg, CCVars.ImpactDamageMultiplier, value => _damageMultiplier = value, true);
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Subs.CVar(_cfg, CCVars.ImpactStructuralDamage, value => _structuralDamage = value, true);
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Subs.CVar(_cfg, CCVars.SparkEnergy, value => _sparkEnergy = value, true);
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Subs.CVar(_cfg, CCVars.ImpactRadius, value => _impactRadius = value, true);
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Subs.CVar(_cfg, CCVars.ImpactSlowdown, value => _impactSlowdown = value, true);
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Subs.CVar(_cfg, CCVars.ImpactMinThrowVelocity, value => _minThrowVelocity = value, true);
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Subs.CVar(_cfg, CCVars.ImpactMassBias, value => _massBias = value, true);
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Subs.CVar(_cfg, CCVars.ImpactInertiaScaling, value => _inertiaScaling = value, true);
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_platingMass = _protoManager.Index(_platingId).Mass;
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}
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/// <summary>
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/// Handles collision between two shuttles, applying impact damage and effects.
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/// </summary>
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private void OnShuttleCollide(EntityUid uid, ShuttleComponent component, ref StartCollideEvent args)
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{
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if (!HasComp<ShuttleComponent>(args.OtherEntity))
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if (TerminatingOrDeleted(uid) || EntityManager.IsQueuedForDeletion(uid)
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|| TerminatingOrDeleted(args.OtherEntity) || EntityManager.IsQueuedForDeletion(args.OtherEntity)
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)
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return;
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if (!_gridQuery.TryComp(args.OurEntity, out var ourGrid) ||
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!_gridQuery.TryComp(args.OtherEntity, out var otherGrid)
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)
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return;
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var ourBody = args.OurBody;
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var otherBody = args.OtherBody;
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// TODO: Would also be nice to have a continuous sound for scraping.
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var ourXform = Transform(uid);
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if (ourXform.MapUid == null)
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return;
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var ourXform = Transform(args.OurEntity);
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var otherXform = Transform(args.OtherEntity);
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var worldPoints = args.WorldPoints;
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var ourPoint = Vector2.Transform(args.WorldPoint, _transform.GetInvWorldMatrix(ourXform));
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var otherPoint = Vector2.Transform(args.WorldPoint, _transform.GetInvWorldMatrix(otherXform));
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var ourVelocity = _physics.GetLinearVelocity(uid, ourPoint, ourBody, ourXform);
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var otherVelocity = _physics.GetLinearVelocity(args.OtherEntity, otherPoint, otherBody, otherXform);
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var jungleDiff = (ourVelocity - otherVelocity).Length();
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if (jungleDiff < MinimumImpactVelocity)
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for (var i = 0; i < worldPoints.Length; i++)
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{
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return;
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var worldPoint = worldPoints[i];
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var ourPoint = _transform.ToCoordinates((args.OurEntity, ourXform), new MapCoordinates(worldPoint, ourXform.MapID));
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var otherPoint = _transform.ToCoordinates((args.OtherEntity, otherXform), new MapCoordinates(worldPoint, otherXform.MapID));
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var ourVelocity = _physics.GetLinearVelocity(args.OurEntity, ourPoint.Position, ourBody, ourXform);
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var otherVelocity = _physics.GetLinearVelocity(args.OtherEntity, otherPoint.Position, otherBody, otherXform);
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var jungleDiff = (ourVelocity - otherVelocity).Length();
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// this is cursed but makes it so that collisions of small grid with large grid count the inertia as being approximately the small grid's
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var effectiveInertiaMult = (ourBody.FixturesMass * otherBody.FixturesMass) / (ourBody.FixturesMass + otherBody.FixturesMass);
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var effectiveInertia = jungleDiff * effectiveInertiaMult;
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// TODO: squish damage so that a tiny splinter grid can't stop 2 big grids by being in the way
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if (jungleDiff < _minimumImpactVelocity && effectiveInertia < _minimumImpactInertia
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|| ourXform.MapUid == null
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|| float.IsNaN(jungleDiff))
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{
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continue;
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}
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// Play impact sound
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var coordinates = new EntityCoordinates(ourXform.MapUid.Value, worldPoint);
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var volume = MathF.Min(10f, MathF.Pow(jungleDiff, 0.5f) - 5f);
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var audioParams = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(volume);
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_audio.PlayPvs(_shuttleImpactSound, coordinates, audioParams);
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// if we're not enabled, stop after playing sound
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if (!_enabled)
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continue;
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// Convert the collision point directly to tile indices
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var ourTile = new Vector2i((int)Math.Floor(ourPoint.X / ourGrid.TileSize), (int)Math.Floor(ourPoint.Y / ourGrid.TileSize));
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var otherTile = new Vector2i((int)Math.Floor(otherPoint.X / otherGrid.TileSize), (int)Math.Floor(otherPoint.Y / otherGrid.TileSize));
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var ourMass = GetRegionMass(args.OurEntity, ourGrid, ourTile, _impactRadius, out var ourTiles);
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var otherMass = GetRegionMass(args.OtherEntity, otherGrid, otherTile, _impactRadius, out var otherTiles);
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// just in case
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if (ourTiles == 0 || otherTiles == 0)
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continue;
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Log.Info($"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)}; our mass: {ourMass}, other: {otherMass}, velocity {jungleDiff}, impact point {worldPoint}");
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// E = MV^2/2
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var energyMult = MathF.Pow(jungleDiff, 2) / 2;
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// mass-based damage reduction to grid with more mass so that plastitanium block rammer doesn't die to lattice
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var ourMassDR = MathF.Max(otherMass / ourMass, 1f);
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var otherMassDR = MathF.Max(ourMass / otherMass, 1f);
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// multiplier to make large grids not just bonk against each other
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var inertiaMult = MathF.Pow(effectiveInertiaMult / _baseShuttleMass, _inertiaScaling);
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var toUsEnergy = otherMass * energyMult * inertiaMult * ourMassDR;
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var toOtherEnergy = ourMass * energyMult * inertiaMult * otherMassDR;
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var impact = LogImpact.High;
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// if impact isn't tiny, log it as extreme
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if (toUsEnergy + toOtherEnergy > 2f * _tileBreakEnergyMultiplier * _platingMass)
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impact = LogImpact.Extreme;
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// TODO: would be nice for it to also log who is piloting the grid(s)
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if (CheckShouldLog(args.OurEntity) && CheckShouldLog(args.OtherEntity))
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_logger.Add(LogType.ShuttleImpact, impact, $"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)} at {worldPoint}");
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_impactedAt[args.OurEntity] = _gameTiming.CurTime;
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_impactedAt[args.OtherEntity] = _gameTiming.CurTime;
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// uses local region mass for slowdown calculation so lattice doesn't have same slowdown as wall block
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var totalInertia = ourVelocity * ourMass + otherVelocity * otherMass;
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var inelasticVel = totalInertia / (ourMass + otherMass);
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DoGridImpact((args.OurEntity, ourGrid, ourXform, ourBody), args.OurFixture, inelasticVel, ourVelocity, ourTile, ourTiles, toUsEnergy);
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DoGridImpact((args.OtherEntity, otherGrid, otherXform, otherBody), args.OtherFixture, inelasticVel, otherVelocity, otherTile, otherTiles, toOtherEnergy);
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}
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}
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private void DoGridImpact(Entity<MapGridComponent, TransformComponent, PhysicsComponent> ent,
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Fixture fix,
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Vector2 inelasticVelocity,
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Vector2 velocity,
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Vector2i tile,
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int tiles,
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float energy)
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{
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// for readability to not have .Comp1 .Comp2 for everything
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var (_, grid, xform, body) = ent;
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// radius in which to actually do things so we don't hurt person 4 tiles away on slow bump
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var radius = Math.Min(_impactRadius, MathF.Sqrt(energy / _tileBreakEnergyMultiplier / _platingMass));
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// slow us down since destroying impacting grid tiles prevents the collision
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// without this impacts which destroy tiles just make grids slice straight through each other
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var postImpactVelocity = Vector2.Lerp(velocity, inelasticVelocity, MathF.Min(1f, _impactSlowdown * tiles * fix.Density / body.FixturesMass));
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var deltaV = -velocity + postImpactVelocity;
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_physics.ApplyLinearImpulse(ent, deltaV * body.FixturesMass, body: body);
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// process tile and entity damage
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ProcessImpactZone(ent, grid, tile, energy, deltaV.Normalized(), radius);
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// throw every entity on grid if the impulse is not negligible
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if (deltaV.Length() > _minImpulseVelocity)
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ThrowEntitiesOnGrid(ent, xform, -deltaV);
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}
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/// <summary>
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/// Knocks and throws all unbuckled entities on the specified grid.
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/// </summary>
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private void ThrowEntitiesOnGrid(EntityUid gridUid, TransformComponent xform, Vector2 direction)
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{
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var movedByPressureQuery = GetEntityQuery<MovedByPressureComponent>();
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var knockdownTime = TimeSpan.FromSeconds(5);
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var minsq = _minThrowVelocity * _minThrowVelocity;
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// iterate all entities on the grid
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// TODO: only iterate non-static entities
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var childEnumerator = xform.ChildEnumerator;
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while (childEnumerator.MoveNext(out var uid))
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{
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// don't throw static bodies
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if (!_physicsQuery.TryGetComponent(uid, out var physics) || (physics.BodyType & BodyType.Static) != 0)
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continue;
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// don't throw if buckled
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if (_buckle.IsBuckled(uid, _buckleQuery.CompOrNull(uid)))
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continue;
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// don't throw them if they have magboots
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if (movedByPressureQuery.TryComp(uid, out var moved) && !moved.Enabled)
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continue;
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if (direction.LengthSquared() > minsq)
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{
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_stuns.TryKnockdown(uid, knockdownTime, true);
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_throwing.TryThrow(uid, direction, physics, Transform(uid), _projQuery, direction.Length(), playSound: false);
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}
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else
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{
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_physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
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}
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}
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}
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/// <summary>
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/// Structure to hold impact tile processing data for batch processing
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/// </summary>
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private record struct ImpactTileData(Vector2i Tile, float Energy, float DistanceFactor);
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/// <summary>
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/// Gets the total mass of all entities and tiles (using ContentTileDefinition.Mass) belonging to this grid in a circle
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/// </summary>
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private float GetRegionMass(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float radius, out int tileCount)
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{
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tileCount = 0;
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var mass = 0f;
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_countedEnts.Clear();
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foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
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{
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var def = (ContentTileDefinition)_tileDefManager[tileRef.Tile.TypeId];
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mass += def.Mass;
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tileCount++;
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_intersecting.Clear();
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_lookup.GetLocalEntitiesIntersecting(uid, tileRef.GridIndices, _intersecting, gridComp: grid);
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foreach (var localUid in _intersecting)
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{
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if (!_countedEnts.Add(localUid))
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continue;
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if (_physicsQuery.TryComp(localUid, out var physics))
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mass += physics.FixturesMass;
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}
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}
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return mass;
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}
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/// <summary>
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/// Processes a zone of tiles around the impact point
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/// </summary>
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private void ProcessImpactZone(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float energy, Vector2 dir, float radius)
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{
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// Create a list of all tiles to process
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var tilesToProcess = new List<ImpactTileData>();
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// Pre-calculate all tiles that need processing
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foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
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{
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var distance = centerTile - tileRef.GridIndices;
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// Calculate distance-based energy falloff
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float distanceFactor = 1.0f - distance.Length / (radius + 1);
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float tileEnergy = energy * distanceFactor;
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tilesToProcess.Add(new ImpactTileData(tileRef.GridIndices, tileEnergy, distanceFactor));
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}
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var coordinates = new EntityCoordinates(ourXform.MapUid.Value, args.WorldPoint);
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var volume = MathF.Min(10f, 1f * MathF.Pow(jungleDiff, 0.5f) - 5f);
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var audioParams = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(volume);
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// Process tiles sequentially for safety
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var brokenTiles = new List<(Vector2i, Tile)>();
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var sparkTiles = new List<Vector2i>();
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_audio.PlayPvs(_shuttleImpactSound, coordinates, audioParams);
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ProcessTileBatch(uid, grid, tilesToProcess, dir, 0, tilesToProcess.Count, brokenTiles, sparkTiles);
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// Only proceed with visual effects if the entity still exists
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if (Exists(uid))
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{
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ProcessBrokenTilesAndSparks(uid, grid, brokenTiles, sparkTiles);
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}
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}
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/// <summary>
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/// Process a batch of tiles from the impact zone
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/// </summary>
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private void ProcessTileBatch(
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EntityUid uid,
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MapGridComponent grid,
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List<ImpactTileData> tilesToProcess,
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Vector2 throwDirection,
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int startIndex,
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int endIndex,
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List<(Vector2i, Tile)> brokenTiles,
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List<Vector2i> sparkTiles)
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{
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// here so we don't have to `new` it every iteration
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var damageSpec = new DamageSpecifier()
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{
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DamageDict = { ["Blunt"] = 0, ["Structural"] = 0 }
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};
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var entitiesOnTile = new HashSet<Entity<TransformComponent>>();
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var tileCenter = new Vector2(grid.TileSize / 2f, grid.TileSize / 2f);
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for (var i = startIndex; i < endIndex; i++)
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{
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var tileData = tilesToProcess[i];
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bool canBreakTile = true;
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// Process entities on this tile
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entitiesOnTile.Clear();
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_lookup.GetLocalEntitiesIntersecting(uid, tileData.Tile, entitiesOnTile, gridComp: grid);
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// this loop is a hotspot so tell if you know how to optimise it
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foreach (var localEnt in entitiesOnTile)
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{
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// the query can ocassionally return entities barely touching this tile so check for that
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var toCenter = tileData.Tile + tileCenter - localEnt.Comp.Coordinates.Position;
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if (MathF.Abs(toCenter.X) > 0.5f || MathF.Abs(toCenter.Y) > 0.5f)
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continue;
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if (_dmgQuery.TryComp(localEnt, out var damageable))
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{
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// Apply damage scaled by distance but capped to prevent gibbing
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var scaledDamage = tileData.Energy * _damageMultiplier;
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damageSpec.DamageDict["Blunt"] = scaledDamage;
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damageSpec.DamageDict["Structural"] = scaledDamage * _structuralDamage;
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_damageSys.TryChangeDamage(localEnt, damageSpec, damageable: damageable);
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}
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// might've been destroyed
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if (TerminatingOrDeleted(localEnt) || EntityManager.IsQueuedForDeletion(localEnt))
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continue;
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if (!_physicsQuery.TryComp(localEnt, out var physics))
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continue;
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// no breaking tiles under walls that haven't been destroyed
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if ((physics.BodyType & BodyType.Static) != 0
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&& (physics.CollisionLayer & (int)CollisionGroup.Impassable) != 0)
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{
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canBreakTile = false;
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}
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else
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{
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var direction = throwDirection * tileData.DistanceFactor;
|
||||
_throwing.TryThrow(localEnt, direction, physics, localEnt.Comp, _projQuery, direction.Length(), playSound: false);
|
||||
}
|
||||
}
|
||||
|
||||
// Mark tiles for spark effects
|
||||
if (tileData.Energy > _sparkEnergy && tileData.DistanceFactor > 0.7f && _random.Prob(_sparkChance))
|
||||
sparkTiles.Add(tileData.Tile);
|
||||
|
||||
if (!canBreakTile)
|
||||
continue;
|
||||
|
||||
// Mark tiles for breaking/effects
|
||||
var def = (ContentTileDefinition)_tileDefManager[_mapSystem.GetTileRef(uid, grid, tileData.Tile).Tile.TypeId];
|
||||
if (tileData.Energy > def.Mass * _tileBreakEnergyMultiplier)
|
||||
brokenTiles.Add((tileData.Tile, Tile.Empty));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process visual effects and tile breaking after entity processing
|
||||
/// </summary>
|
||||
private void ProcessBrokenTilesAndSparks(
|
||||
EntityUid uid,
|
||||
MapGridComponent grid,
|
||||
List<(Vector2i, Tile)> brokenTiles,
|
||||
List<Vector2i> sparkTiles)
|
||||
{
|
||||
// Break tiles
|
||||
_mapSystem.SetTiles(uid, grid, brokenTiles);
|
||||
|
||||
if (TerminatingOrDeleted(uid))
|
||||
return;
|
||||
|
||||
// Spawn spark effects
|
||||
foreach (var tile in sparkTiles)
|
||||
{
|
||||
var coords = _mapSystem.GridTileToLocal(uid, grid, tile);
|
||||
Spawn(_sparkEffect, coords);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check whether this impact should be logged to admins.
|
||||
/// Used to prevent spamming logs.
|
||||
/// </summary>
|
||||
private bool CheckShouldLog(EntityUid uid)
|
||||
{
|
||||
return !(_impactedAt.ContainsKey(uid) && _gameTiming.CurTime < _impactedAt[uid] + _adminLogSpacing);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user