Explosion refactor (#5230)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-01 15:39:26 +13:00
committed by GitHub
parent 9a91536353
commit 56168e592e
70 changed files with 4209 additions and 770 deletions

View File

@@ -0,0 +1,142 @@
using Content.Shared.Explosion;
using JetBrains.Annotations;
using Robust.Client.AutoGenerated;
using Robust.Client.Console;
using Robust.Client.Player;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Robust.Client.UserInterface.Controls.BaseButton;
using static Robust.Client.UserInterface.Controls.OptionButton;
namespace Content.Client.Administration.UI.SpawnExplosion;
[GenerateTypedNameReferences]
[UsedImplicitly]
public sealed partial class SpawnExplosionWindow : DefaultWindow
{
[Dependency] private readonly IClientConsoleHost _conHost = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
private readonly SpawnExplosionEui _eui;
private List<MapId> _mapData = new();
private List<string> _explosionTypes = new();
/// <summary>
/// Used to prevent unnecessary preview updates when setting fields (e.g., updating position)..
/// </summary>
private bool _pausePreview;
public SpawnExplosionWindow(SpawnExplosionEui eui)
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_eui = eui;
ExplosionOption.OnItemSelected += ExplosionSelected;
MapOptions.OnItemSelected += MapSelected;
Recentre.OnPressed += (_) => SetLocation();
Spawn.OnPressed += SubmitButtonOnOnPressed;
Preview.OnToggled += (_) => UpdatePreview();
MapX.OnValueChanged += (_) => UpdatePreview();
MapY.OnValueChanged += (_) => UpdatePreview();
Intensity.OnValueChanged += (_) => UpdatePreview();
Slope.OnValueChanged += (_) => UpdatePreview();
MaxIntensity.OnValueChanged += (_) => UpdatePreview();
}
private void ExplosionSelected(ItemSelectedEventArgs args)
{
ExplosionOption.SelectId(args.Id);
UpdatePreview();
}
private void MapSelected(ItemSelectedEventArgs args)
{
MapOptions.SelectId(args.Id);
UpdatePreview();
}
protected override void EnteredTree()
{
SetLocation();
UpdateExplosionTypeOptions();
}
private void UpdateExplosionTypeOptions()
{
_explosionTypes.Clear();
ExplosionOption.Clear();
foreach (var type in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
{
_explosionTypes.Add(type.ID);
ExplosionOption.AddItem(type.ID);
}
}
private void UpdateMapOptions()
{
_mapData.Clear();
MapOptions.Clear();
foreach (var map in _mapManager.GetAllMapIds())
{
_mapData.Add(map);
MapOptions.AddItem(map.ToString());
}
}
/// <summary>
/// Set the current grid & indices based on the attached entities current location.
/// </summary>
private void SetLocation()
{
UpdateMapOptions();
if (!_entMan.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out TransformComponent? transform))
return;
_pausePreview = true;
MapOptions.Select(_mapData.IndexOf(transform.MapID));
(MapX.Value, MapY.Value) = transform.MapPosition.Position;
_pausePreview = false;
UpdatePreview();
}
private void UpdatePreview()
{
if (_pausePreview)
return;
if (!Preview.Pressed)
{
_eui.ClearOverlay();
return;
}
MapCoordinates coords = new((MapX.Value, MapY.Value), _mapData[MapOptions.SelectedId]);
var explosionType = _explosionTypes[ExplosionOption.SelectedId];
_eui.RequestPreviewData(coords, explosionType, Intensity.Value, Slope.Value, MaxIntensity.Value);
}
private void SubmitButtonOnOnPressed(ButtonEventArgs args)
{
// need to make room to view the fireworks
Preview.Pressed = false;
_eui.ClearOverlay();
// for the actual explosion, we will just re-use the explosion command.
// so assemble command arguments:
var mapId = _mapData[MapOptions.SelectedId];
var explosionType = _explosionTypes[ExplosionOption.SelectedId];
var cmd = $"explosion {Intensity.Value} {Slope.Value} {MaxIntensity.Value} {MapX.Value} {MapY.Value} {mapId} {explosionType}";
_conHost.ExecuteCommand(cmd);
}
}