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:
@@ -2,7 +2,4 @@ using Content.Shared.Explosion.EntitySystems;
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namespace Content.Client.Explosion.EntitySystems;
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public sealed class ExplosionSystem : SharedExplosionSystem
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{
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}
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public sealed class ExplosionSystem : SharedExplosionSystem;
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@@ -1,4 +1,4 @@
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using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using JetBrains.Annotations;
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namespace Content.Server.Destructible.Thresholds.Behaviors
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@@ -6,9 +6,10 @@ using Content.Shared.Explosion;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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@@ -1,8 +1,8 @@
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using Content.Shared.CCVar;
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using Content.Shared.Explosion.EntitySystems;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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public int MaxIterations { get; private set; }
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public int MaxArea { get; private set; }
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@@ -12,7 +12,7 @@ namespace Content.Server.Explosion.EntitySystems;
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// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
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// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
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// property of the grid itself?
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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/// <summary>
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/// 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;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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[Dependency] private readonly FlammableSystem _flammableSystem = default!;
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@@ -218,7 +219,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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// get the entities on a tile. Note that we cannot process them directly, or we get
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// enumerator-changed-while-enumerating errors.
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List<(EntityUid, TransformComponent)> list = new();
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var state = (list, processed, _transformQuery);
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var state = (list, processed, EntityManager.TransformQuery);
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// get entities:
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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@@ -317,7 +318,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
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var worldBox = spaceMatrix.TransformBox(gridBox);
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var list = new List<(EntityUid, TransformComponent)>();
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var state = (list, processed, invSpaceMatrix, lookup.Owner, _transformQuery, gridBox, _transformSystem);
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var state = (list, processed, invSpaceMatrix, lookup.Owner, EntityManager.TransformQuery, gridBox, _transformSystem);
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// get entities:
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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@@ -7,13 +7,13 @@ using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Content.Shared.Explosion.EntitySystems;
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namespace Content.Server.Explosion.EntitySystems;
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// This partial part of the explosion system has all of the functions used to create the actual explosion map.
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// I.e, to get the sets of tiles & intensity values that describe an explosion.
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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/// <summary>
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/// This is the main explosion generating function.
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@@ -5,10 +5,11 @@ using Content.Shared.Explosion.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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namespace Content.Server.Explosion.EntitySystems;
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// This part of the system handled send visual / overlay data to clients.
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public sealed partial class ExplosionSystem : SharedExplosionSystem
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public sealed partial class ExplosionSystem
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{
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public void InitVisuals()
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{
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@@ -12,6 +12,8 @@ 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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@@ -53,7 +55,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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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<TransformComponent> _transformQuery;
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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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@@ -103,7 +104,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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InitAirtightMap();
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InitVisuals();
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_transformQuery = GetEntityQuery<TransformComponent>();
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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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@@ -141,15 +141,8 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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args.DamageCoefficient *= modifier;
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}
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/// <summary>
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/// Given an entity with an explosive component, spawn the appropriate explosion.
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/// </summary>
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/// <remarks>
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/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
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/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
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/// solution in a reaction).
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/// </remarks>
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public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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/// <inheritdoc/>
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public override void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
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// but may not actually be explosive.
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@@ -1,8 +1,7 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Explosion.Components;
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namespace Content.Shared.Explosion.Components;
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/// <summary>
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/// Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via <see
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@@ -12,31 +11,27 @@ namespace Content.Server.Explosion.Components;
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/// The total intensity may be overridden by whatever system actually calls TriggerExplosive(), but this
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/// component still determines the explosion type and other properties.
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/// </remarks>
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[RegisterComponent]
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[RegisterComponent, Access(typeof(SharedExplosionSystem))]
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public sealed partial class ExplosiveComponent : Component
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{
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/// <summary>
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/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
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/// information (e.g., the light that the explosion gives off).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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public string ExplosionType = default!;
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[DataField(required: true)]
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public ProtoId<ExplosionPrototype> ExplosionType = default!;
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/// <summary>
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/// The maximum intensity the explosion can have on a single tile. This limits the maximum damage and tile
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/// break chance the explosion can achieve at any given location.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxIntensity")]
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[DataField]
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public float MaxIntensity = 4;
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/// <summary>
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/// How quickly the intensity drops off as you move away from the epicenter.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensitySlope")]
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[DataField]
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public float IntensitySlope = 1;
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/// <summary>
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@@ -47,38 +42,34 @@ public sealed partial class ExplosiveComponent : Component
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/// This number can be overridden by passing optional argument to <see
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/// cref="ExplosionSystem.TriggerExplosive"/>.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("totalIntensity")]
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[DataField]
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public float TotalIntensity = 10;
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/// <summary>
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/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
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/// explosives that don't space tiles, without having to create a new explosion-type prototype.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("tileBreakScale")]
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[DataField]
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public float TileBreakScale = 1f;
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/// <summary>
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/// Maximum number of times that an explosive can break a tile. Currently, for normal space stations breaking a
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/// tile twice will generally result in a vacuum.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxTileBreak")]
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[DataField]
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public int MaxTileBreak = int.MaxValue;
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/// <summary>
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/// Whether this explosive should be able to create a vacuum by breaking tiles.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canCreateVacuum")]
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[DataField]
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public bool CanCreateVacuum = true;
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/// <summary>
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/// An override for whether or not the entity should be deleted after it explodes.
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/// If null, the system calling the explode method handles it.
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/// </summary>
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[DataField("deleteAfterExplosion")]
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[DataField]
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public bool? DeleteAfterExplosion;
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/// <summary>
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@@ -1,25 +1,40 @@
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using Content.Shared.Explosion.Components;
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using Content.Shared.Armor;
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using Content.Shared.Explosion.Components;
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namespace Content.Shared.Explosion.EntitySystems;
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/// <summary>
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/// Lets code in shared trigger explosions and handles explosion resistance examining.
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/// All processing is still done clientside.
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/// </summary>
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public abstract class SharedExplosionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ExplosionResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
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}
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private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
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private void OnArmorExamine(Entity<ExplosionResistanceComponent> ent, ref ArmorExamineEvent args)
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{
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var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
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var value = MathF.Round((1f - ent.Comp.DamageCoefficient) * 100, 1);
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if (value == 0)
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return;
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args.Msg.PushNewline();
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args.Msg.AddMarkupOrThrow(Loc.GetString(component.Examine, ("value", value)));
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args.Msg.AddMarkupOrThrow(Loc.GetString(ent.Comp.Examine, ("value", value)));
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}
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/// <summary>
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/// Given an entity with an explosive component, spawn the appropriate explosion.
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/// </summary>
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/// <remarks>
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/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
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/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
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/// solution in a reaction).
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/// </remarks>
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public virtual void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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}
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}
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