move TriggerExplosion to shared (#30227)

* move component to shared

* add fake systems

* update server explosion system and remove duplicate transform query

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-09-19 00:01:40 +00:00
committed by GitHub
parent 84062da128
commit 1c839da604
11 changed files with 52 additions and 53 deletions

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@@ -2,7 +2,4 @@ using Content.Shared.Explosion.EntitySystems;
namespace Content.Client.Explosion.EntitySystems;
public sealed class ExplosionSystem : SharedExplosionSystem
{
}
public sealed class ExplosionSystem : SharedExplosionSystem;

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@@ -1,4 +1,4 @@
using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
using JetBrains.Annotations;
namespace Content.Server.Destructible.Thresholds.Behaviors

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@@ -6,9 +6,10 @@ using Content.Shared.Explosion;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Shared.Map.Components;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;

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@@ -1,8 +1,8 @@
using Content.Shared.CCVar;
using Content.Shared.Explosion.EntitySystems;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
public int MaxIterations { get; private set; }
public int MaxArea { get; private set; }

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@@ -12,7 +12,7 @@ namespace Content.Server.Explosion.EntitySystems;
// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
// property of the grid itself?
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
/// <summary>
/// Set of tiles of each grid that are directly adjacent to space, along with the directions that face space.

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@@ -22,9 +22,10 @@ using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
[Dependency] private readonly FlammableSystem _flammableSystem = default!;
@@ -218,7 +219,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
// get the entities on a tile. Note that we cannot process them directly, or we get
// enumerator-changed-while-enumerating errors.
List<(EntityUid, TransformComponent)> list = new();
var state = (list, processed, _transformQuery);
var state = (list, processed, EntityManager.TransformQuery);
// get entities:
lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
@@ -317,7 +318,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
var worldBox = spaceMatrix.TransformBox(gridBox);
var list = new List<(EntityUid, TransformComponent)>();
var state = (list, processed, invSpaceMatrix, lookup.Owner, _transformQuery, gridBox, _transformSystem);
var state = (list, processed, invSpaceMatrix, lookup.Owner, EntityManager.TransformQuery, gridBox, _transformSystem);
// get entities:
lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);

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@@ -7,13 +7,13 @@ using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Content.Shared.Explosion.EntitySystems;
namespace Content.Server.Explosion.EntitySystems;
// This partial part of the explosion system has all of the functions used to create the actual explosion map.
// I.e, to get the sets of tiles & intensity values that describe an explosion.
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
/// <summary>
/// This is the main explosion generating function.

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@@ -5,10 +5,11 @@ using Content.Shared.Explosion.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
// This part of the system handled send visual / overlay data to clients.
public sealed partial class ExplosionSystem : SharedExplosionSystem
public sealed partial class ExplosionSystem
{
public void InitVisuals()
{

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@@ -12,6 +12,8 @@ using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Projectiles;
@@ -53,7 +55,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
private EntityQuery<TransformComponent> _transformQuery;
private EntityQuery<FlammableComponent> _flammableQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<ProjectileComponent> _projectileQuery;
@@ -103,7 +104,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
InitAirtightMap();
InitVisuals();
_transformQuery = GetEntityQuery<TransformComponent>();
_flammableQuery = GetEntityQuery<FlammableComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_projectileQuery = GetEntityQuery<ProjectileComponent>();
@@ -141,15 +141,8 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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)
/// <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.

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@@ -1,8 +1,7 @@
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.Prototypes;
namespace Content.Server.Explosion.Components;
namespace Content.Shared.Explosion.Components;
/// <summary>
/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
@@ -12,31 +11,27 @@ namespace Content.Server.Explosion.Components;
/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
/// component still determines the explosion type and other properties.
/// </remarks>
[RegisterComponent]
[RegisterComponent, Access(typeof(SharedExplosionSystem))]
public sealed partial class ExplosiveComponent : Component
{
/// <summary>
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
/// information (e.g., the light that the explosion gives off).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
public string ExplosionType = default!;
[DataField(required: true)]
public ProtoId<ExplosionPrototype> ExplosionType = default!;
/// <summary>
/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxIntensity")]
[DataField]
public float MaxIntensity = 4;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
[DataField]
public float IntensitySlope = 1;
/// <summary>
@@ -47,38 +42,34 @@ public sealed partial class ExplosiveComponent : Component
/// This number can be overridden by passing optional argument to <see
/// cref="ExplosionSystem.TriggerExplosive"/>.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
[DataField]
public float TotalIntensity = 10;
/// <summary>
/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
/// explosives that don't space tiles, without having to create a new explosion-type prototype.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("tileBreakScale")]
[DataField]
public float TileBreakScale = 1f;
/// <summary>
/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
/// tile twice will generally result in a vacuum.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTileBreak")]
[DataField]
public int MaxTileBreak = int.MaxValue;
/// <summary>
/// Whether this explosive should be able to create a vacuum by breaking tiles.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canCreateVacuum")]
[DataField]
public bool CanCreateVacuum = true;
/// <summary>
/// An override for whether or not the entity should be deleted after it explodes.
/// If null, the system calling the explode method handles it.
/// </summary>
[DataField("deleteAfterExplosion")]
[DataField]
public bool? DeleteAfterExplosion;
/// <summary>

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@@ -1,25 +1,40 @@
using Content.Shared.Explosion.Components;
using Content.Shared.Armor;
using Content.Shared.Explosion.Components;
namespace Content.Shared.Explosion.EntitySystems;
/// <summary>
/// Lets code in shared trigger explosions and handles explosion resistance examining.
/// All processing is still done clientside.
/// </summary>
public abstract class SharedExplosionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
}
private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
private void OnArmorExamine(Entity<ExplosionResistanceComponent> ent, ref ArmorExamineEvent args)
{
var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
var value = MathF.Round((1f - ent.Comp.DamageCoefficient) * 100, 1);
if (value == 0)
return;
args.Msg.PushNewline();
args.Msg.AddMarkupOrThrow(Loc.GetString(component.Examine, ("value", value)));
args.Msg.AddMarkupOrThrow(Loc.GetString(ent.Comp.Examine, ("value", value)));
}
/// <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 virtual void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
{
}
}