Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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using Content.Server.Atmos.Components;
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using Content.Server.Destructible;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Explosion;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Map;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : EntitySystem
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{
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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// The explosion intensity required to break an entity depends on the explosion type. So it is stored in a
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// Dictionary<string, float>
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//
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// Hence, each tile has a tuple (Dictionary<string, float>, AtmosDirection). This specifies what directions are
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// blocked, and how intense a given explosion type needs to be in order to destroy ALL airtight entities on that
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// tile. This is the TileData struct.
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//
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// We then need this data for every tile on a grid. So this mess of a variable maps the Grid ID and Vector2i grid
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// indices to this tile-data struct.
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private Dictionary<GridId, Dictionary<Vector2i, TileData>> _airtightMap = new();
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public void UpdateAirtightMap(GridId gridId, Vector2i tile)
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{
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if (_mapManager.TryGetGrid(gridId, out var grid))
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UpdateAirtightMap(grid, tile);
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}
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/// <summary>
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/// Update the map of explosion blockers.
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/// </summary>
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/// <remarks>
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/// Gets a list of all airtight entities on a tile. Assembles a <see cref="AtmosDirection"/> that specifies
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/// what directions are blocked, along with the largest explosion tolerance. Note that as we only keep track
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/// of the largest tolerance, this means that the explosion map will actually be inaccurate if you have
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/// something like a normal and a reinforced windoor on the same tile. But given that this is a pretty rare
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/// occurrence, I am fine with this.
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/// </remarks>
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public void UpdateAirtightMap(IMapGrid grid, Vector2i tile)
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{
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Dictionary<string, float> tolerance = new();
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var blockedDirections = AtmosDirection.Invalid;
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if (!_airtightMap.ContainsKey(grid.Index))
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_airtightMap[grid.Index] = new();
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foreach (var uid in grid.GetAnchoredEntities(tile))
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{
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if (!EntityManager.TryGetComponent(uid, out AirtightComponent? airtight) || !airtight.AirBlocked)
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continue;
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blockedDirections |= airtight.AirBlockedDirection;
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foreach (var (type, value) in GetExplosionTolerance(uid))
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{
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if (!tolerance.TryAdd(type, value))
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tolerance[type] = Math.Max(tolerance[type], value);
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}
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}
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if (blockedDirections != AtmosDirection.Invalid)
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_airtightMap[grid.Index][tile] = new(tolerance, blockedDirections);
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else
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_airtightMap[grid.Index].Remove(tile);
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}
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/// <summary>
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/// On receiving damage, re-evaluate how much explosion damage is needed to destroy an airtight entity.
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/// </summary>
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private void OnAirtightDamaged(EntityUid uid, AirtightComponent airtight, DamageChangedEvent args)
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{
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// do we need to update our explosion blocking map?
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if (!airtight.AirBlocked)
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return;
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if (!EntityManager.TryGetComponent(uid, out TransformComponent transform) || !transform.Anchored)
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return;
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if (!_mapManager.TryGetGrid(transform.GridID, out var grid))
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return;
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UpdateAirtightMap(grid, grid.CoordinatesToTile(transform.Coordinates));
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}
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/// <summary>
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/// Return a dictionary that specifies how intense a given explosion type needs to be in order to destroy an entity.
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/// </summary>
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public Dictionary<string, float> GetExplosionTolerance(EntityUid uid)
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{
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// How much total damage is needed to destroy this entity? This also includes "break" behaviors. This ASSUMES
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// that this will result in a non-airtight entity.Entities that ONLY break via construction graph node changes
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// are currently effectively "invincible" as far as this is concerned. This really should be done more rigorously.
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var totalDamageTarget = _destructibleSystem.DestroyedAt(uid);
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Dictionary<string, float> explosionTolerance = new();
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if (totalDamageTarget == FixedPoint2.MaxValue || !TryComp(uid, out DamageableComponent? damageable))
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return explosionTolerance;
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// What multiple of each explosion type damage set will result in the damage exceeding the required amount? This
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// does not support entities dynamically changing explosive resistances (e.g. via clothing). But these probably
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// shouldn't be airtight structures anyways....
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foreach (var explosionType in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
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{
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// evaluate the damage that this damage type would do to this entity
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var damagePerIntensity = FixedPoint2.Zero;
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foreach (var (type, value) in explosionType.DamagePerIntensity.DamageDict)
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{
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if (!damageable.Damage.DamageDict.ContainsKey(type))
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continue;
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var ev = new GetExplosionResistanceEvent(explosionType.ID);
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RaiseLocalEvent(uid, ev, false);
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damagePerIntensity += value * Math.Clamp(0, 1 - ev.Resistance, 1);
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}
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explosionTolerance[explosionType.ID] = (float) ((totalDamageTarget - damageable.TotalDamage) / damagePerIntensity);
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}
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return explosionTolerance;
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}
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}
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/// <summary>
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/// Data struct that describes the explosion-blocking airtight entities on a tile.
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/// </summary>
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internal struct TileData
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{
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public TileData(Dictionary<string, float> explosionTolerance, AtmosDirection blockedDirections)
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{
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ExplosionTolerance = explosionTolerance;
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BlockedDirections = blockedDirections;
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}
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public Dictionary<string, float> ExplosionTolerance;
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public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
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}
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