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>
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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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private readonly Dictionary<string, int> _explosionTypes = new();
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private void InitAirtightMap()
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{
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// Currently explosion prototype hot-reload isn't supported, as it would involve completely re-computing the
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// airtight map. Could be done, just not yet implemented.
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// for storing airtight entity damage thresholds for all anchored airtight entities, we will use integers in
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// place of id-strings. This initializes the string <--> id association.
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// This allows us to replace a Dictionary<string, float> with just a float[].
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int index = 0;
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foreach (var prototype in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
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{
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_explosionTypes.Add(prototype.ID, index);
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index++;
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}
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}
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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, EntityQuery<AirtightComponent>? query = null)
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{
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if (_mapManager.TryGetGrid(gridId, out var grid))
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UpdateAirtightMap(grid, tile, query);
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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, EntityQuery<AirtightComponent>? query = null)
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{
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var tolerance = new float[_explosionTypes.Count];
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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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query ??= EntityManager.GetEntityQuery<AirtightComponent>();
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var damageQuery = EntityManager.GetEntityQuery<DamageableComponent>();
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var destructibleQuery = EntityManager.GetEntityQuery<DestructibleComponent>();
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foreach (var uid in grid.GetAnchoredEntities(tile))
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{
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if (!query.Value.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
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continue;
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blockedDirections |= airtight.AirBlockedDirection;
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var entityTolerances = GetExplosionTolerance(uid, damageQuery, destructibleQuery);
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for (var i = 0; i < tolerance.Length; i++)
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{
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tolerance[i] = Math.Max(tolerance[i], entityTolerances[i]);
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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 float[] GetExplosionTolerance(
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EntityUid uid,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<DestructibleComponent> destructibleQuery)
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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 = FixedPoint2.MaxValue;
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if (destructibleQuery.TryGetComponent(uid, out var destructible))
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{
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totalDamageTarget = _destructibleSystem.DestroyedAt(uid, destructible);
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}
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var explosionTolerance = new float[_explosionTypes.Count];
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if (totalDamageTarget == FixedPoint2.MaxValue || !damageQuery.TryGetComponent(uid, out var damageable))
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{
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for (var i = 0; i < explosionTolerance.Length; i++)
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{
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explosionTolerance[i] = float.MaxValue;
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}
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return explosionTolerance;
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}
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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 (id, index) in _explosionTypes)
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{
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(id, out var explosionType))
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continue;
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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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{
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explosionTolerance[index] = float.MaxValue;
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continue;
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}
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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[index] = (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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public struct TileData
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{
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public TileData(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 float[] ExplosionTolerance;
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public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
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}
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