Files
wwdpublic/Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
SimpleStation14 b1e3b79253 Mirror: Obsolete Logger cleanup for EntitySystems (#132)
## Mirror of PR #25941: [Obsolete `Logger` cleanup for
`EntitySystem`s](https://github.com/space-wizards/space-station-14/pull/25941)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `aafe81512258b5a80776ada1f471b58e7507ca2d`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-09 12:19:14 UTC
PR merged by <img
src="https://avatars.githubusercontent.com/u/19864447?v=4"
width="16"/><a href="https://github.com/web-flow"> web-flow</a> at
2024-03-10 00:15:13 UTC

---

PR changed 25 files with 41 additions and 45 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Changed almost all[^1] obsolete `Logger` calls in Content's
`EntitySystem`s to use `Log` instead. `Log` automatically selects the
system-specific `Sawmill`, so this isn't just a refactor - it makes logs
slightly more accurate (puts them in appropriate sawmill/context rather
than the root sawmill).
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Using `Logger` directly for logging is marked obsolete. Assumed this
is a desired change.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This changes some log contexts, but generally in a desirable way:
> - For most, it put logs in `system.appropriate` `Sawmill` rather than
root.
> - For some that were forced into another `Sawmill` it changes it to a
more specific one, i.e. from `atmos` it becomes `system.gas_filter` or
`system.automatic_atmos` and `system.station` into
`system.station_jobs`.
> - For the rest it remains unchanged
> 
> **I assumed that all of the above was desirable because this seems to
be the standard convention** - I imagine that was the idea behind the
`Log` in all `EntitySystem`s coupled with `[Obsolete] Logger` methods -
**but if my assumptions are incorrect and/or there are exceptions,
please let me know and I will adjust.**
> 
> [^1]: There is only one `EntitySystem` that I didn't update -
`ExamineSystemShared`. That is because the `Logger` is in a `static`
method and refactoring that away causes a lot of cascading changes. May
do it as a separate PR to avoid overly diluting this one.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log output changes. `EntitySystem` logs now go to the expected
`Sawmill` for the system rather than hardcoded/root one.
> Any log analyzers anticipating these logs' context must be updated.


</details>

Co-authored-by: LordCarve <27449516+LordCarve@users.noreply.github.com>
2024-05-04 19:54:48 -04:00

406 lines
17 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Chat.Managers;
using Content.Server.Explosion.Components;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Armor;
using Content.Shared.Camera;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Projectiles;
using Content.Shared.Throwing;
using Robust.Server.GameStates;
using Robust.Server.Player;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
private EntityQuery<TransformComponent> _transformQuery;
private EntityQuery<DamageableComponent> _damageQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<ProjectileComponent> _projectileQuery;
/// <summary>
/// "Tile-size" for space when there are no nearby grids to use as a reference.
/// </summary>
public const ushort DefaultTileSize = 1;
public const int MaxExplosionAudioRange = 30;
/// <summary>
/// The "default" explosion prototype.
/// </summary>
/// <remarks>
/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
/// a "default" option specified outside of yaml data-fields. Hence this const string.
/// </remarks>
[ValidatePrototypeId<ExplosionPrototype>]
public const string DefaultExplosionPrototypeId = "Default";
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(_prototypeManager.HasIndex<ExplosionPrototype>(DefaultExplosionPrototypeId));
// handled in ExplosionSystem.GridMap.cs
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
// Handled by ExplosionSystem.Processing.cs
SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
// handled in ExplosionSystemAirtight.cs
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
SubscribeCvars();
InitAirtightMap();
InitVisuals();
_transformQuery = GetEntityQuery<TransformComponent>();
_damageQuery = GetEntityQuery<DamageableComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_projectileQuery = GetEntityQuery<ProjectileComponent>();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
_explosionQueue.Clear();
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
public override void Shutdown()
{
base.Shutdown();
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
}
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
if (component.Worn)
OnGetResistance(uid, component, ref args.Args);
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}
/// <summary>
/// Given an entity with an explosive component, spawn the appropriate explosion.
/// </summary>
/// <remarks>
/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
/// solution in a reaction).
/// </remarks>
public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
{
// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
// but may not actually be explosive.
if (!Resolve(uid, ref explosive, logMissing: false))
return;
// No reusable explosions here.
if (explosive.Exploded)
return;
explosive.Exploded = true;
// Override the explosion intensity if optional arguments were provided.
if (radius != null)
totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
totalIntensity ??= explosive.TotalIntensity;
QueueExplosion(uid,
explosive.ExplosionType,
(float) totalIntensity,
explosive.IntensitySlope,
explosive.MaxIntensity,
explosive.TileBreakScale,
explosive.MaxTileBreak,
explosive.CanCreateVacuum,
user);
if (explosive.DeleteAfterExplosion ?? delete)
EntityManager.QueueDeleteEntity(uid);
}
/// <summary>
/// Find the strength needed to generate an explosion of a given radius. More useful for radii larger then 4, when the explosion becomes less "blocky".
/// </summary>
/// <remarks>
/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
/// actual radius.
/// </remarks>
public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
{
// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
// reasonably well.
// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
// enough.
var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
if (maxIntensity <= 0 || slope * radius < maxIntensity)
return coneVolume;
// This explosion is limited by the maxIntensity.
// Instead of a cone, we have a conical frustum.
// Subtract the volume of the missing cone segment, with height:
var h = slope * radius - maxIntensity;
return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
}
/// <summary>
/// Inverse formula for <see cref="RadiusToIntensity"/>
/// </summary>
public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
{
// max radius to avoid being capped by max-intensity
var r0 = maxIntensity / slope;
// volume at r0
var v0 = RadiusToIntensity(r0, slope);
if (totalIntensity <= v0)
{
// maxIntensity is a non-issue, can use simple inverse formula
return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
}
return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
}
/// <summary>
/// Queue an explosions, centered on some entity.
/// </summary>
public void QueueExplosion(EntityUid uid,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
EntityUid? user = null,
bool addLog = true)
{
var pos = Transform(uid);
var mapPos = _transformSystem.GetMapCoordinates(pos);
var posFound = _transformSystem.TryGetMapOrGridCoordinates(uid, out var gridPos, pos);
QueueExplosion(mapPos, typeId, totalIntensity, slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum, addLog: false);
if (!addLog)
return;
if (user == null)
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(uid):entity} exploded ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
}
else
{
_adminLogger.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(user.Value):user} caused {ToPrettyString(uid):entity} to explode ({typeId}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")} with intensity {totalIntensity} slope {slope}");
var alertMinExplosionIntensity = _cfg.GetCVar(CCVars.AdminAlertExplosionMinIntensity);
if (alertMinExplosionIntensity > -1 && totalIntensity >= alertMinExplosionIntensity)
_chat.SendAdminAlert(user.Value, $"caused {ToPrettyString(uid)} to explode ({typeId}:{totalIntensity}) at Pos:{(posFound ? $"{gridPos:coordinates}" : "[Grid or Map not found]")}");
}
}
/// <summary>
/// Queue an explosion, with a specified epicenter and set of starting tiles.
/// </summary>
public void QueueExplosion(MapCoordinates epicenter,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale = 1f,
int maxTileBreak = int.MaxValue,
bool canCreateVacuum = true,
bool addLog = true)
{
if (totalIntensity <= 0 || slope <= 0)
return;
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
{
Log.Error($"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}");
_explosionQueue.Enqueue(() => SpawnExplosion(epicenter, type, totalIntensity,
slope, maxTileIntensity, tileBreakScale, maxTileBreak, canCreateVacuum));
}
/// <summary>
/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
/// information about the affected tiles for the explosion system to process. It will also trigger the
/// camera shake and sound effect.
/// </summary>
private Explosion? SpawnExplosion(MapCoordinates epicenter,
ExplosionPrototype type,
float totalIntensity,
float slope,
float maxTileIntensity,
float tileBreakScale,
int maxTileBreak,
bool canCreateVacuum)
{
if (!_mapManager.MapExists(epicenter.MapId))
return null;
var results = GetExplosionTiles(epicenter, type.ID, totalIntensity, slope, maxTileIntensity);
if (results == null)
return null;
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
var visualEnt = CreateExplosionVisualEntity(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
// camera shake
CameraShake(iterationIntensity.Count * 4f, epicenter, totalIntensity);
//For whatever bloody reason, sound system requires ENTITY coordinates.
var mapEntityCoords = EntityCoordinates.FromMap(EntityManager, _mapManager.GetMapEntityId(epicenter.MapId), epicenter);
// play sound.
// for the normal audio, we want everyone in pvs range
// + if the bomb is big enough, people outside of it too
// this is capped to 30 because otherwise really huge bombs
// will attempt to play regular audio for people who can't hear it anyway because the epicenter is so far away
var audioRange = Math.Min(iterationIntensity.Count * 2, MaxExplosionAudioRange);
var filter = Filter.Pvs(epicenter).AddInRange(epicenter, audioRange);
var sound = iterationIntensity.Count < type.SmallSoundIterationThreshold
? type.SmallSound
: type.Sound;
_audio.PlayStatic(sound, filter, mapEntityCoords, true, sound.Params);
// play far sound
// far sound should play for anyone who wasn't in range of any of the effects of the bomb
var farAudioRange = iterationIntensity.Count * 5;
var farFilter = Filter.Empty().AddInRange(epicenter, farAudioRange).RemoveInRange(epicenter, audioRange);
var farSound = iterationIntensity.Count < type.SmallSoundIterationThreshold
? type.SmallSoundFar
: type.SoundFar;
_audio.PlayGlobal(farSound, farFilter, true, farSound.Params);
return new Explosion(this,
type,
spaceData,
gridData.Values.ToList(),
iterationIntensity,
epicenter,
spaceMatrix,
area,
tileBreakScale,
maxTileBreak,
canCreateVacuum,
EntityManager,
_mapManager,
visualEnt);
}
private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
{
var players = Filter.Empty();
players.AddInRange(epicenter, range, _playerManager, EntityManager);
foreach (var player in players.Recipients)
{
if (player.AttachedEntity is not EntityUid uid)
continue;
var playerPos = Transform(player.AttachedEntity!.Value).WorldPosition;
var delta = epicenter.Position - playerPos;
if (delta.EqualsApprox(Vector2.Zero))
delta = new(0.01f, 0);
var distance = delta.Length();
var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
if (effect > 0.01f)
_recoilSystem.KickCamera(uid, -delta.Normalized() * effect);
}
}
private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
{
var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
args.Msg.PushNewline();
args.Msg.AddMarkup(Loc.GetString(component.Examine, ("value", value)));
}
}