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:
@@ -1,42 +1,136 @@
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using Content.Server.Administration.UI;
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using Content.Server.EUI;
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Administration;
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using Content.Shared.Explosion;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.Administration.Commands
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namespace Content.Server.Administration.Commands;
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[AdminCommand(AdminFlags.Fun)]
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public sealed class OpenExplosionEui : IConsoleCommand
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{
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[AdminCommand(AdminFlags.Fun)]
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public sealed class ExplosionCommand : IConsoleCommand
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{
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public string Command => "explode";
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public string Description => "Train go boom";
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public string Help => "Usage: explode <x> <y> <dev> <heavy> <light> <flash>\n" +
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"The explosion happens on the same map as the user.";
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public string Command => "explosionui";
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public string Description => "Opens a window for easy access to station destruction";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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var player = shell.Player as IPlayerSession;
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if (player?.AttachedEntity is not {Valid: true} playerEntity)
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shell.WriteError("This does not work from the server console.");
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return;
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}
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var eui = IoCManager.Resolve<EuiManager>();
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var ui = new SpawnExplosionEui();
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eui.OpenEui(ui, player);
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}
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}
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[AdminCommand(AdminFlags.Fun)] // for the admin. Not so much for anyone else.
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public sealed class ExplosionCommand : IConsoleCommand
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{
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public string Command => "explosion";
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public string Description => "Train go boom";
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// Note that if you change the arguments, you should also update the client-side SpawnExplosionWindow, as that just
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// uses this command.
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public string Help => "Usage: explosion [intensity] [slope] [maxIntensity] [x y] [mapId] [prototypeId]";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length == 0 || args.Length == 4 || args.Length > 7)
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{
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shell.WriteError("Wrong number of arguments.");
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return;
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}
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if (!float.TryParse(args[0], out var intensity))
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{
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shell.WriteError($"Failed to parse intensity: {args[0]}");
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return;
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}
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float slope = 5;
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if (args.Length > 1 && !float.TryParse(args[1], out slope))
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{
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shell.WriteError($"Failed to parse float: {args[1]}");
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return;
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}
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float maxIntensity = 100;
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if (args.Length > 2 && !float.TryParse(args[2], out maxIntensity))
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{
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shell.WriteError($"Failed to parse float: {args[2]}");
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return;
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}
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float x = 0, y = 0;
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if (args.Length > 4)
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{
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if (!float.TryParse(args[3], out x) ||
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!float.TryParse(args[4], out y))
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{
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shell.WriteLine("You must have an attached entity.");
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shell.WriteError($"Failed to parse coordinates: {(args[3], args[4])}");
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return;
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}
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}
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MapCoordinates coords;
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if (args.Length > 5)
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{
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if (!int.TryParse(args[5], out var parsed))
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{
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shell.WriteError($"Failed to parse map ID: {args[5]}");
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return;
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}
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coords = new MapCoordinates((x, y), new(parsed));
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}
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else
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{
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// attempt to find the player's current position
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent(shell.Player?.AttachedEntity, out TransformComponent? xform))
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{
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shell.WriteError($"Failed get default coordinates/map via player's transform. Need to specify explicitly.");
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return;
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}
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var x = float.Parse(args[0]);
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var y = float.Parse(args[1]);
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var dev = int.Parse(args[2]);
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var hvy = int.Parse(args[3]);
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var lgh = int.Parse(args[4]);
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var fla = int.Parse(args[5]);
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var mapTransform = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(playerEntity).GetMapTransform();
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var coords = new EntityCoordinates(mapTransform.Owner, x, y);
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EntitySystem.Get<ExplosionSystem>().SpawnExplosion(coords, dev, hvy, lgh, fla);
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if (args.Length > 4)
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coords = new MapCoordinates((x, y), xform.MapID);
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else
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coords = xform.MapPosition;
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}
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ExplosionPrototype? type;
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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if (args.Length > 6)
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{
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if (!protoMan.TryIndex(args[6], out type))
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{
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shell.WriteError($"Unknown explosion prototype: {args[6]}");
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return;
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}
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}
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else
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{
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// no prototype was specified, so lets default to whichever one was defined first
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type = protoMan.EnumeratePrototypes<ExplosionPrototype>().FirstOrDefault();
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if (type == null)
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{
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shell.WriteError($"Prototype manager has no explosion prototypes?");
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return;
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}
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}
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
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sysMan.GetEntitySystem<ExplosionSystem>().QueueExplosion(coords, type.ID, intensity, slope, maxIntensity);
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}
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}
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