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

@@ -1,392 +1,274 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Explosion.Components;
using Content.Shared.Acts;
using Content.Server.NodeContainer.EntitySystems;
using Content.Shared.Camera;
using Content.Shared.Database;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Sound;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Content.Shared.Damage;
using Content.Shared.Explosion;
using Robust.Server.Containers;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Explosion.EntitySystems
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
public sealed class ExplosionSystem : EntitySystem
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly ContainerSystem _containerSystem = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
[Dependency] private readonly CameraRecoilSystem _recoilSystem = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
/// <summary>
/// "Tile-size" for space when there are no nearby grids to use as a reference.
/// </summary>
public const ushort DefaultTileSize = 1;
private AudioParams _audioParams = AudioParams.Default.WithVolume(-3f);
public override void Initialize()
{
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
base.Initialize();
/// <summary>
/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
/// </summary>
private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
// handled in ExplosionSystemGridMap.cs
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
_mapManager.TileChanged += OnTileChanged;
/// <summary>
/// Chance of a tile breaking if the severity is Light and Heavy
/// </summary>
private const float LightBreakChance = 0.3f;
private const float HeavyBreakChance = 0.8f;
// handled in ExplosionSystemAirtight.cs
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
SubscribeCvars();
}
// TODO move this to the component
private static readonly SoundSpecifier ExplosionSound = new SoundCollectionSpecifier("explosion");
public override void Shutdown()
{
base.Shutdown();
_mapManager.TileChanged -= OnTileChanged;
UnsubscribeCvars();
}
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _maps = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tiles = default!;
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, GetExplosionResistanceEvent args)
{
args.Resistance += component.GlobalResistance;
if (component.Resistances.TryGetValue(args.ExplotionPrototype, out var resistance))
args.Resistance += resistance;
}
[Dependency] private readonly ActSystem _acts = default!;
[Dependency] private readonly EffectSystem _effects = default!;
[Dependency] private readonly TriggerSystem _triggers = default!;
[Dependency] private readonly AdminLogSystem _logSystem = default!;
[Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!;
[Dependency] private readonly TagSystem _tags = default!;
/// <summary>
/// Given an entity with an explosive component, spawn the appropriate explosion.
/// </summary>
/// <remarks>
/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
/// solution in a reaction).
/// </remarks>
public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null)
{
// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
// but may not actually be explosive.
if (!Resolve(uid, ref explosive, logMissing: false))
return;
private bool IgnoreExplosivePassable(EntityUid e)
// No reusable explosions here.
if (explosive.Exploded)
return;
explosive.Exploded = true;
// Override the explosion intensity if optional arguments were provided.
if (radius != null)
totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
totalIntensity ??= explosive.TotalIntensity;
QueueExplosion(uid,
explosive.ExplosionType,
(float) totalIntensity,
explosive.IntensitySlope,
explosive.MaxIntensity);
if (delete)
EntityManager.QueueDeleteEntity(uid);
}
/// <summary>
/// Find the strength needed to generate an explosion of a given radius. More useful for radii larger then 4, when the explosion becomes less "blocky".
/// </summary>
/// <remarks>
/// This assumes the explosion is in a vacuum / unobstructed. Given that explosions are not perfectly
/// circular, here radius actually means the sqrt(Area/pi), where the area is the total number of tiles
/// covered by the explosion. Until you get to radius 30+, this is functionally equivalent to the
/// actual radius.
/// </remarks>
public float RadiusToIntensity(float radius, float slope, float maxIntensity = 0)
{
// If you consider the intensity at each tile in an explosion to be a height. Then a circular explosion is
// shaped like a cone. So total intensity is like the volume of a cone with height = slope * radius. Of
// course, as the explosions are not perfectly circular, this formula isn't perfect, but the formula works
// reasonably well.
// This should actually use the formula for the volume of a distorted octagonal frustum. But this is good
// enough.
var coneVolume = slope * MathF.PI / 3 * MathF.Pow(radius, 3);
if (maxIntensity <= 0 || slope * radius < maxIntensity)
return coneVolume;
// This explosion is limited by the maxIntensity.
// Instead of a cone, we have a conical frustum.
// Subtract the volume of the missing cone segment, with height:
var h = slope * radius - maxIntensity;
return coneVolume - h * MathF.PI / 3 * MathF.Pow(h / slope, 2);
}
/// <summary>
/// Inverse formula for <see cref="RadiusToIntensity"/>
/// </summary>
public float IntensityToRadius(float totalIntensity, float slope, float maxIntensity)
{
// max radius to avoid being capped by max-intensity
var r0 = maxIntensity / slope;
// volume at r0
var v0 = RadiusToIntensity(r0, slope);
if (totalIntensity <= v0)
{
return _tags.HasTag(e, "ExplosivePassable");
// maxIntensity is a non-issue, can use simple inverse formula
return MathF.Cbrt(3 * totalIntensity / (slope * MathF.PI));
}
private ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heavyRange)
return r0 * (MathF.Sqrt(12 * totalIntensity/ v0 - 3) / 6 + 0.5f);
}
/// <summary>
/// Queue an explosions, centered on some entity.
/// </summary>
public void QueueExplosion(EntityUid uid,
string typeId,
float intensity,
float slope,
float maxTileIntensity)
{
QueueExplosion(Transform(uid).MapPosition, typeId, intensity, slope, maxTileIntensity);
}
/// <summary>
/// Queue an explosion, with a specified epicenter and set of starting tiles.
/// </summary>
public void QueueExplosion(MapCoordinates epicenter,
string typeId,
float totalIntensity,
float slope,
float maxTileIntensity)
{
if (totalIntensity <= 0 || slope <= 0)
return;
if (!_prototypeManager.TryIndex<ExplosionPrototype>(typeId, out var type))
{
if (distance < devastationRange)
{
return ExplosionSeverity.Destruction;
}
else if (distance < heavyRange)
{
return ExplosionSeverity.Heavy;
}
else
{
return ExplosionSeverity.Light;
}
Logger.Error($"Attempted to spawn unknown explosion prototype: {type}");
return;
}
private void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
_explosionQueue.Enqueue(() => SpawnExplosion(epicenter, type, totalIntensity,
slope, maxTileIntensity));
}
/// <summary>
/// This function actually spawns the explosion. It returns an <see cref="Explosion"/> instance with
/// information about the affected tiles for the explosion system to process. It will also trigger the
/// camera shake and sound effect.
/// </summary>
private Explosion? SpawnExplosion(MapCoordinates epicenter,
ExplosionPrototype type,
float totalIntensity,
float slope,
float maxTileIntensity)
{
var results = GetExplosionTiles(epicenter, type.ID, totalIntensity, slope, maxTileIntensity);
if (results == null)
return null;
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
RaiseNetworkEvent(GetExplosionEvent(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity));
// camera shake
CameraShake(iterationIntensity.Count * 2.5f, epicenter, totalIntensity);
//For whatever bloody reason, sound system requires ENTITY coordinates.
var mapEntityCoords = EntityCoordinates.FromMap(EntityManager, _mapManager.GetMapEntityId(epicenter.MapId), epicenter);
// play sound.
var audioRange = iterationIntensity.Count * 5;
var filter = Filter.Pvs(epicenter).AddInRange(epicenter, audioRange);
SoundSystem.Play(filter, type.Sound.GetSound(), mapEntityCoords, _audioParams);
return new Explosion(this,
type,
spaceData,
gridData.Values.ToList(),
iterationIntensity,
epicenter,
spaceMatrix,
area
);
}
/// <summary>
/// Constructor for the shared <see cref="ExplosionEvent"/> using the server-exclusive explosion classes.
/// </summary>
internal ExplosionEvent GetExplosionEvent(MapCoordinates epicenter, string id, Matrix3 spaceMatrix, SpaceExplosion? spaceData, IEnumerable<GridExplosion> gridData, List<float> iterationIntensity)
{
var spaceTiles = spaceData?.TileLists;
Dictionary<GridId, Dictionary<int, List<Vector2i>>> tileLists = new();
foreach (var grid in gridData)
{
var players = Filter.Empty()
.AddInRange(epicenter.ToMap(EntityManager), MathF.Ceiling(maxRange))
.Recipients;
foreach (var player in players)
{
if (player.AttachedEntity is not {Valid: true} playerEntity ||
!EntityManager.HasComponent<CameraRecoilComponent>(playerEntity))
{
continue;
}
var playerPos = EntityManager.GetComponent<TransformComponent>(playerEntity).WorldPosition;
var delta = epicenter.ToMapPos(EntityManager) - playerPos;
//Change if zero. Will result in a NaN later breaking camera shake if not changed
if (delta.EqualsApprox((0.0f, 0.0f)))
delta = EpicenterDistance;
var distance = delta.LengthSquared;
var effect = 10 * (1 / (1 + distance));
if (effect > 0.01f)
{
var kick = -delta.Normalized * effect;
_cameraRecoil.KickCamera(player.AttachedEntity.Value, kick);
}
}
tileLists.Add(grid.Grid.Index, grid.TileLists);
}
/// <summary>
/// Damage entities inside the range. The damage depends on a discrete
/// damage bracket [light, heavy, devastation] and the distance from the epicenter
/// </summary>
/// <returns>
/// A dictionary of coordinates relative to the parents of every grid of entities that survived the explosion,
/// have an airtight component and are currently blocking air. Like a wall.
/// </returns>
private void DamageEntitiesInRange(
EntityCoordinates epicenter,
Box2 boundingBox,
float devastationRange,
float heavyRange,
float maxRange,
MapId mapId)
return new ExplosionEvent(_explosionCounter, epicenter, id, iterationIntensity, spaceTiles, tileLists, spaceMatrix);
}
private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
{
var players = Filter.Empty();
players.AddInRange(epicenter, range, _playerManager, EntityManager);
foreach (var player in players.Recipients)
{
var entitiesInRange = _entityLookup.GetEntitiesInRange(mapId, boundingBox, 0).ToList();
if (player.AttachedEntity is not EntityUid uid)
continue;
var impassableEntities = new List<(EntityUid, float)>();
var nonImpassableEntities = new List<(EntityUid, float)>();
// TODO: Given this seems to rely on physics it should just query directly like everything else.
var playerPos = Transform(player.AttachedEntity!.Value).WorldPosition;
var delta = epicenter.Position - playerPos;
// The entities are paired with their distance to the epicenter
// and splitted into two lists based on if they are Impassable or not
foreach (var entity in entitiesInRange)
{
if (Deleted(entity) || entity.IsInContainer())
{
continue;
}
if (delta.EqualsApprox(Vector2.Zero))
delta = new(0.01f, 0);
if (!EntityManager.GetComponent<TransformComponent>(entity).Coordinates.TryDistance(EntityManager, epicenter, out var distance) ||
distance > maxRange)
{
continue;
}
if (!EntityManager.TryGetComponent(entity, out FixturesComponent? fixturesComp) || fixturesComp.Fixtures.Count < 1)
{
continue;
}
if (!EntityManager.TryGetComponent(entity, out PhysicsComponent? body))
{
continue;
}
if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{
impassableEntities.Add((entity, distance));
}
else
{
nonImpassableEntities.Add((entity, distance));
}
}
// The Impassable entities are sorted in descending order
// Entities closer to the epicenter are first
impassableEntities.Sort((x, y) => x.Item2.CompareTo(y.Item2));
// Impassable entities are handled first. If they are damaged enough, they are destroyed and they may
// be able to spawn a new entity. I.e Wall -> Girder.
// Girder has a tag ExplosivePassable, and the predicate make it so the entities with this tag are ignored
var epicenterMapPos = epicenter.ToMap(EntityManager);
foreach (var (entity, distance) in impassableEntities)
{
if (!_interactionSystem.InRangeUnobstructed(epicenterMapPos, entity, maxRange, predicate: IgnoreExplosivePassable))
{
continue;
}
_acts.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heavyRange));
}
// Impassable entities were handled first so NonImpassable entities have a bigger chance to get hit. As now
// there are probably more ExplosivePassable entities around
foreach (var (entity, distance) in nonImpassableEntities)
{
if (!_interactionSystem.InRangeUnobstructed(epicenterMapPos, entity, maxRange, predicate: IgnoreExplosivePassable))
{
continue;
}
_acts.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heavyRange));
}
}
/// <summary>
/// Damage tiles inside the range. The type of tile can change depending on a discrete
/// damage bracket [light, heavy, devastation], the distance from the epicenter and
/// a probability bracket [<see cref="LightBreakChance"/>, <see cref="HeavyBreakChance"/>, 1.0].
/// </summary>
///
private void DamageTilesInRange(EntityCoordinates epicenter,
GridId gridId,
Box2 boundingBox,
float devastationRange,
float heaveyRange,
float maxRange)
{
if (!_maps.TryGetGrid(gridId, out var mapGrid))
{
return;
}
if (!EntityManager.EntityExists(mapGrid.GridEntityId))
{
return;
}
var tilesInGridAndCircle = mapGrid.GetTilesIntersecting(boundingBox);
var epicenterMapPos = epicenter.ToMap(EntityManager);
foreach (var tile in tilesInGridAndCircle)
{
var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
if (!tileLoc.TryDistance(EntityManager, epicenter, out var distance) ||
distance > maxRange)
{
continue;
}
if (tile.IsBlockedTurf(false))
{
continue;
}
if (!_interactionSystem.InRangeUnobstructed(tileLoc.ToMap(EntityManager), epicenterMapPos, maxRange, predicate: IgnoreExplosivePassable))
{
continue;
}
var tileDef = (ContentTileDefinition) _tiles[tile.Tile.TypeId];
var baseTurfs = tileDef.BaseTurfs;
if (baseTurfs.Count == 0)
{
continue;
}
var zeroTile = new Tile(_tiles[baseTurfs[0]].TileId);
var previousTile = new Tile(_tiles[baseTurfs[^1]].TileId);
var severity = CalculateSeverity(distance, devastationRange, heaveyRange);
switch (severity)
{
case ExplosionSeverity.Light:
if (!previousTile.IsEmpty && _random.Prob(LightBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Heavy:
if (!previousTile.IsEmpty && _random.Prob(HeavyBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Destruction:
mapGrid.SetTile(tileLoc, zeroTile);
break;
}
}
}
private void FlashInRange(EntityCoordinates epicenter, float flashRange)
{
if (flashRange > 0)
{
var time = _timing.CurTime;
var message = new EffectSystemMessage
{
EffectSprite = "Effects/explosion.rsi",
RsiState = "explosionfast",
Born = time,
DeathTime = time + TimeSpan.FromSeconds(5),
Size = new Vector2(flashRange / 2, flashRange / 2),
Coordinates = epicenter,
Rotation = 0f,
ColorDelta = new Vector4(0, 0, 0, -1500f),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
Shaded = false
};
_effects.CreateParticle(message);
}
}
public void SpawnExplosion(
EntityUid entity,
int devastationRange = 0,
int heavyImpactRange = 0,
int lightImpactRange = 0,
int flashRange = 0,
EntityUid? user = null,
ExplosiveComponent? explosive = null,
TransformComponent? transform = null)
{
if (!Resolve(entity, ref transform))
{
return;
}
Resolve(entity, ref explosive, false);
if (explosive is { Exploding: false })
{
_triggers.Explode(entity, explosive, user);
}
else
{
while (EntityManager.EntityExists(entity) && entity.TryGetContainer(out var container))
{
entity = container.Owner;
}
if (!EntityManager.TryGetComponent(entity, out transform))
{
return;
}
var epicenter = transform.Coordinates;
SpawnExplosion(epicenter, devastationRange, heavyImpactRange, lightImpactRange, flashRange, entity, user);
}
}
public void SpawnExplosion(
EntityCoordinates epicenter,
int devastationRange = 0,
int heavyImpactRange = 0,
int lightImpactRange = 0,
int flashRange = 0,
EntityUid? entity = null,
EntityUid? user = null)
{
var mapId = epicenter.GetMapId(EntityManager);
if (mapId == MapId.Nullspace)
{
return;
}
// logging
var range = $"{devastationRange}/{heavyImpactRange}/{lightImpactRange}/{flashRange}";
if (entity == null || !entity.Value.IsValid())
{
_logSystem.Add(LogType.Explosion, LogImpact.High, $"Explosion spawned at {epicenter:coordinates} with range {range}");
}
else if (user == null || !user.Value.IsValid())
{
_logSystem.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(entity.Value):entity} exploded at {epicenter:coordinates} with range {range}");
}
else
{
_logSystem.Add(LogType.Explosion, LogImpact.High,
$"{ToPrettyString(user.Value):user} caused {ToPrettyString(entity.Value):entity} to explode at {epicenter:coordinates} with range {range}");
}
var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
var epicenterMapPos = epicenter.ToMapPos(EntityManager);
var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
epicenterMapPos + new Vector2(maxRange, maxRange));
SoundSystem.Play(Filter.Broadcast(), ExplosionSound.GetSound(), epicenter);
DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
var mapGridsNear = _maps.FindGridsIntersecting(mapId, boundingBox);
foreach (var gridId in mapGridsNear)
{
DamageTilesInRange(epicenter, gridId.Index, boundingBox, devastationRange, heavyImpactRange, maxRange);
}
CameraShakeInRange(epicenter, maxRange);
FlashInRange(epicenter, flashRange);
var distance = delta.Length;
var effect = 5 * MathF.Pow(totalIntensity, 0.5f) * (1 - distance / range);
if (effect > 0.01f)
_recoilSystem.KickCamera(uid, -delta.Normalized * effect);
}
}
}