Explosion refactor TEST MERG (#6995)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
Moony
2022-03-04 13:48:01 -06:00
committed by GitHub
parent 4e203f49d2
commit 4a466f4927
71 changed files with 3958 additions and 760 deletions

View File

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using Content.Server.Atmos.Components;
using Content.Server.Destructible;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Explosion;
using Content.Shared.FixedPoint;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
// The explosion intensity required to break an entity depends on the explosion type. So it is stored in a
// Dictionary<string, float>
//
// Hence, each tile has a tuple (Dictionary<string, float>, AtmosDirection). This specifies what directions are
// blocked, and how intense a given explosion type needs to be in order to destroy ALL airtight entities on that
// tile. This is the TileData struct.
//
// We then need this data for every tile on a grid. So this mess of a variable maps the Grid ID and Vector2i grid
// indices to this tile-data struct.
private Dictionary<GridId, Dictionary<Vector2i, TileData>> _airtightMap = new();
public void UpdateAirtightMap(GridId gridId, Vector2i tile)
{
if (_mapManager.TryGetGrid(gridId, out var grid))
UpdateAirtightMap(grid, tile);
}
/// <summary>
/// Update the map of explosion blockers.
/// </summary>
/// <remarks>
/// Gets a list of all airtight entities on a tile. Assembles a <see cref="AtmosDirection"/> that specifies
/// what directions are blocked, along with the largest explosion tolerance. Note that as we only keep track
/// of the largest tolerance, this means that the explosion map will actually be inaccurate if you have
/// something like a normal and a reinforced windoor on the same tile. But given that this is a pretty rare
/// occurrence, I am fine with this.
/// </remarks>
public void UpdateAirtightMap(IMapGrid grid, Vector2i tile)
{
Dictionary<string, float> tolerance = new();
var blockedDirections = AtmosDirection.Invalid;
if (!_airtightMap.ContainsKey(grid.Index))
_airtightMap[grid.Index] = new();
foreach (var uid in grid.GetAnchoredEntities(tile))
{
if (!EntityManager.TryGetComponent(uid, out AirtightComponent? airtight) || !airtight.AirBlocked)
continue;
blockedDirections |= airtight.AirBlockedDirection;
foreach (var (type, value) in GetExplosionTolerance(uid))
{
if (!tolerance.TryAdd(type, value))
tolerance[type] = Math.Max(tolerance[type], value);
}
}
if (blockedDirections != AtmosDirection.Invalid)
_airtightMap[grid.Index][tile] = new(tolerance, blockedDirections);
else
_airtightMap[grid.Index].Remove(tile);
}
/// <summary>
/// On receiving damage, re-evaluate how much explosion damage is needed to destroy an airtight entity.
/// </summary>
private void OnAirtightDamaged(EntityUid uid, AirtightComponent airtight, DamageChangedEvent args)
{
// do we need to update our explosion blocking map?
if (!airtight.AirBlocked)
return;
if (!EntityManager.TryGetComponent(uid, out TransformComponent transform) || !transform.Anchored)
return;
if (!_mapManager.TryGetGrid(transform.GridID, out var grid))
return;
UpdateAirtightMap(grid, grid.CoordinatesToTile(transform.Coordinates));
}
/// <summary>
/// Return a dictionary that specifies how intense a given explosion type needs to be in order to destroy an entity.
/// </summary>
public Dictionary<string, float> GetExplosionTolerance(EntityUid uid)
{
// How much total damage is needed to destroy this entity? This also includes "break" behaviors. This ASSUMES
// that this will result in a non-airtight entity.Entities that ONLY break via construction graph node changes
// are currently effectively "invincible" as far as this is concerned. This really should be done more rigorously.
var totalDamageTarget = _destructibleSystem.DestroyedAt(uid);
Dictionary<string, float> explosionTolerance = new();
if (totalDamageTarget == FixedPoint2.MaxValue || !TryComp(uid, out DamageableComponent? damageable))
return explosionTolerance;
// What multiple of each explosion type damage set will result in the damage exceeding the required amount? This
// does not support entities dynamically changing explosive resistances (e.g. via clothing). But these probably
// shouldn't be airtight structures anyways....
foreach (var explosionType in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
{
// evaluate the damage that this damage type would do to this entity
var damagePerIntensity = FixedPoint2.Zero;
foreach (var (type, value) in explosionType.DamagePerIntensity.DamageDict)
{
if (!damageable.Damage.DamageDict.ContainsKey(type))
continue;
var ev = new GetExplosionResistanceEvent(explosionType.ID);
RaiseLocalEvent(uid, ev, false);
damagePerIntensity += value * Math.Clamp(0, 1 - ev.Resistance, 1);
}
explosionTolerance[explosionType.ID] = (float) ((totalDamageTarget - damageable.TotalDamage) / damagePerIntensity);
}
return explosionTolerance;
}
}
/// <summary>
/// Data struct that describes the explosion-blocking airtight entities on a tile.
/// </summary>
internal struct TileData
{
public TileData(Dictionary<string, float> explosionTolerance, AtmosDirection blockedDirections)
{
ExplosionTolerance = explosionTolerance;
BlockedDirections = blockedDirections;
}
public Dictionary<string, float> ExplosionTolerance;
public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
}