Pipebombs and IED rework (#25705)

* inital

* 2-9

* add crafting function, rename ied to fire bomb

* add firebomb ignition

* fikss

* change damage values

* add note

* fix tests i think

* ok

* good

* Review

* warning

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Mr. 27
2024-03-14 00:27:08 -04:00
committed by GitHub
parent 2f2cd4aab7
commit 3cb1c585c5
20 changed files with 291 additions and 44 deletions

View File

@@ -17,11 +17,15 @@ using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem
{
[Dependency] private readonly FlammableSystem _flammableSystem = default!;
/// <summary>
/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
/// </summary>
@@ -95,7 +99,7 @@ public sealed partial class ExplosionSystem
{
// EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
// there is at-least 1ms of time left before creating a new explosion
if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
break;
if (!_explosionQueue.TryDequeue(out var spawnNextExplosion))
@@ -130,11 +134,11 @@ public sealed partial class ExplosionSystem
try
{
#endif
var processed = _activeExplosion.Process(tilesRemaining);
tilesRemaining -= processed;
var processed = _activeExplosion.Process(tilesRemaining);
tilesRemaining -= processed;
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
{
var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
@@ -203,7 +207,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id)
string id,
float? fireStacks)
{
var size = grid.Comp.TileSize;
var gridBox = new Box2(tile * size, (tile + 1) * size);
@@ -222,7 +227,7 @@ public sealed partial class ExplosionSystem
// process those entities
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, damage, throwForce, id, xform);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks);
}
// process anchored entities
@@ -232,7 +237,7 @@ public sealed partial class ExplosionSystem
foreach (var entity in _anchored)
{
processed.Add(entity);
ProcessEntity(entity, epicenter, damage, throwForce, id, null);
ProcessEntity(entity, epicenter, damage, throwForce, id, null, fireStacks);
}
// Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for
@@ -268,7 +273,7 @@ public sealed partial class ExplosionSystem
{
// Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
// they should handle their own damage pass-through, with their own damage reduction calculation.
ProcessEntity(uid, epicenter, null, throwForce, id, xform);
ProcessEntity(uid, epicenter, null, throwForce, id, xform, null);
}
return !tileBlocked;
@@ -303,7 +308,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id)
string id,
float? fireStacks)
{
var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
var worldBox = spaceMatrix.TransformBox(gridBox);
@@ -319,7 +325,7 @@ public sealed partial class ExplosionSystem
foreach (var (uid, xform) in state.Item1)
{
processed.Add(uid);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks);
}
if (throwForce <= 0)
@@ -333,7 +339,7 @@ public sealed partial class ExplosionSystem
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, null, throwForce, id, xform);
ProcessEntity(uid, epicenter, null, throwForce, id, xform, fireStacks);
}
}
@@ -430,7 +436,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier? originalDamage,
float throwForce,
string id,
TransformComponent? xform)
TransformComponent? xform,
float? fireStacksOnIgnite)
{
if (originalDamage != null)
{
@@ -439,6 +446,17 @@ public sealed partial class ExplosionSystem
{
// TODO EXPLOSIONS turn explosions into entities, and pass the the entity in as the damage origin.
_damageableSystem.TryChangeDamage(entity, damage, ignoreResistances: true);
}
}
// ignite
if (fireStacksOnIgnite != null)
{
if (_flammableQuery.TryGetComponent(uid, out var flammable))
{
flammable.FireStacks += fireStacksOnIgnite.Value;
_flammableSystem.Ignite(uid, uid, flammable);
}
}
@@ -705,14 +723,14 @@ sealed class Explosion
{
_currentIntensity = _tileSetIntensity[CurrentIteration];
#if DEBUG
#if DEBUG
if (_expectedDamage != null)
{
// Check that explosion processing hasn't somehow accidentally mutated the damage set.
DebugTools.Assert(_expectedDamage.Equals(_currentDamage));
_expectedDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
}
#endif
#endif
_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
@@ -811,7 +829,8 @@ sealed class Explosion
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID);
ExplosionType.ID,
ExplosionType.FireStacks);
// If the floor is not blocked by some dense object, damage the floor tiles.
if (canDamageFloor)
@@ -828,7 +847,8 @@ sealed class Explosion
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID);
ExplosionType.ID,
ExplosionType.FireStacks);
}
if (!MoveNext())