Make large explosions use approximate lookups (#9296)

This commit is contained in:
Leon Friedrich
2022-06-30 14:43:06 +12:00
committed by GitHub
parent b144a572eb
commit 1cd15723fb

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@@ -182,7 +182,8 @@ public sealed partial class ExplosionSystem : EntitySystem
string id,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<DamageableComponent> damageQuery,
EntityQuery<PhysicsComponent> physicsQuery)
EntityQuery<PhysicsComponent> physicsQuery,
LookupFlags flags)
{
var gridBox = new Box2(tile * grid.TileSize, (tile + 1) * grid.TileSize);
@@ -192,7 +193,8 @@ public sealed partial class ExplosionSystem : EntitySystem
void AddIntersecting(List<(EntityUid, TransformComponent?)> listy)
{
foreach (var uid in _entityLookup.GetLocalEntitiesIntersecting(lookup, ref gridBox, LookupFlags.None))
// TODO directly query lookup.Tree
foreach (var uid in _entityLookup.GetLocalEntitiesIntersecting(lookup, ref gridBox, flags))
{
if (processed.Contains(uid))
continue;
@@ -272,7 +274,8 @@ public sealed partial class ExplosionSystem : EntitySystem
string id,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<DamageableComponent> damageQuery,
EntityQuery<PhysicsComponent> physicsQuery)
EntityQuery<PhysicsComponent> physicsQuery,
LookupFlags flags)
{
var gridBox = new Box2(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize));
var worldBox = spaceMatrix.TransformBox(gridBox);
@@ -280,7 +283,8 @@ public sealed partial class ExplosionSystem : EntitySystem
void AddIntersecting(List<(EntityUid, TransformComponent)> listy)
{
foreach (var uid in _entityLookup.GetEntitiesIntersecting(lookup, ref worldBox, LookupFlags.None))
// TODO directly query lookup.Tree
foreach (var uid in _entityLookup.GetEntitiesIntersecting(lookup, ref worldBox, flags))
{
if (processed.Contains(uid))
return;
@@ -517,6 +521,8 @@ sealed class Explosion
/// </summary>
public readonly int Area;
private readonly LookupFlags _flags = LookupFlags.None;
/// <summary>
/// factor used to scale the tile break chances.
/// </summary>
@@ -563,6 +569,11 @@ sealed class Explosion
_canCreateVacuum = canCreateVacuum;
_entMan = entMan;
// yeah this should be a cvar, but this is only temporary anyways
// see lookup todo
if (Area > 100)
_flags |= LookupFlags.Approximate;
_xformQuery = entMan.GetEntityQuery<TransformComponent>();
_physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
_damageQuery = entMan.GetEntityQuery<DamageableComponent>();
@@ -705,7 +716,8 @@ sealed class Explosion
ExplosionType.ID,
_xformQuery,
_damageQuery,
_physicsQuery);
_physicsQuery,
_flags);
// If the floor is not blocked by some dense object, damage the floor tiles.
if (canDamageFloor)
@@ -725,7 +737,8 @@ sealed class Explosion
ExplosionType.ID,
_xformQuery,
_damageQuery,
_physicsQuery);
_physicsQuery,
_flags);
}
if (!MoveNext())