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.Shared.Atmos;
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using Robust.Shared.Map;
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namespace Content.Server.Explosion.EntitySystems;
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// This partial part of the explosion system has all of the functions used to facilitate explosions moving across grids.
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// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
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// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
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// property of the grid itself?
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public sealed partial class ExplosionSystem : EntitySystem
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{
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/// <summary>
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/// Set of tiles of each grid that are directly adjacent to space, along with the directions that face space.
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/// </summary>
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private Dictionary<GridId, Dictionary<Vector2i, NeighborFlag>> _gridEdges = new();
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/// <summary>
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/// On grid startup, prepare a map of grid edges.
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/// </summary>
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private void OnGridStartup(GridStartupEvent ev)
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{
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var grid = _mapManager.GetGrid(ev.GridId);
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Dictionary<Vector2i, NeighborFlag> edges = new();
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_gridEdges[ev.GridId] = edges;
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foreach (var tileRef in grid.GetAllTiles())
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{
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if (IsEdge(grid, tileRef.GridIndices, out var dir))
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edges.Add(tileRef.GridIndices, dir);
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}
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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{
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_airtightMap.Remove(ev.GridId);
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_gridEdges.Remove(ev.GridId);
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}
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/// <summary>
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/// Take our map of grid edges, where each is defined in their own grid's reference frame, and map those
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/// edges all onto one grids reference frame.
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/// </summary>
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public (Dictionary<Vector2i, BlockedSpaceTile>, ushort) TransformGridEdges(
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MapCoordinates epicentre,
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GridId? referenceGrid,
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List<GridId> localGrids,
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float maxDistance)
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{
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Dictionary<Vector2i, BlockedSpaceTile> transformedEdges = new();
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var targetMatrix = Matrix3.Identity;
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Angle targetAngle = new();
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var tileSize = DefaultTileSize;
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var maxDistanceSq = (int) (maxDistance * maxDistance);
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// if the explosion is centered on some grid (and not just space), get the transforms.
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if (referenceGrid != null)
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{
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var targetGrid = _mapManager.GetGrid(referenceGrid.Value);
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var xform = Transform(targetGrid.GridEntityId);
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targetAngle = xform.WorldRotation;
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targetMatrix = xform.InvWorldMatrix;
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tileSize = targetGrid.TileSize;
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}
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var offsetMatrix = Matrix3.Identity;
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offsetMatrix.R0C2 = tileSize / 2f;
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offsetMatrix.R1C2 = tileSize / 2f;
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// Here we can end up with a triple nested for loop:
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// foreach other grid
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// foreach edge tile in that grid
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// foreach tile in our grid that touches that tile (vast majority of the time: 1 tile, but could be up to 4)
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foreach (var gridToTransform in localGrids)
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{
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// we treat the target grid separately
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if (gridToTransform == referenceGrid)
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continue;
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if (!_gridEdges.TryGetValue(gridToTransform, out var edges))
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continue;
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if (!_mapManager.TryGetGrid(gridToTransform, out var grid))
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continue;
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if (grid.TileSize != tileSize)
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{
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Logger.Error($"Explosions do not support grids with different grid sizes. GridIds: {gridToTransform} and {referenceGrid}");
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continue;
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}
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var xforms = EntityManager.GetEntityQuery<TransformComponent>();
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var xform = xforms.GetComponent(grid.GridEntityId);
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var (_, gridWorldRotation, gridWorldMatrix, invGridWorldMatrid) = xform.GetWorldPositionRotationMatrixWithInv(xforms);
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var localEpicentre = (Vector2i) invGridWorldMatrid.Transform(epicentre.Position);
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var matrix = offsetMatrix * gridWorldMatrix * targetMatrix;
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var angle = gridWorldRotation - targetAngle;
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var (x, y) = angle.RotateVec((tileSize / 4f, tileSize / 4f));
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foreach (var (tile, dir) in edges)
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{
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// if a tile is further than max distance from the epicentre, we just ignore it.
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var delta = tile - localEpicentre;
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if (delta.X * delta.X + delta.Y * delta.Y > maxDistanceSq) // no Vector2.Length???
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continue;
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var center = matrix.Transform(tile);
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if ((dir & NeighborFlag.Cardinal) == 0)
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{
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// this is purely a diagonal edge tile
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var newIndex = new Vector2i((int) MathF.Floor(center.X), (int) MathF.Floor(center.Y));
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if (!transformedEdges.TryGetValue(newIndex, out var data))
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{
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data = new();
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transformedEdges[newIndex] = data;
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}
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data.BlockingGridEdges.Add(new(default, null, center, angle, tileSize));
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continue;
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}
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// Instead of just mapping the center of the tile, we map for points on that tile. This is basically a
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// shitty approximation to doing a proper check to get all space-tiles that intersect this grid tile.
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// Not perfect, but works well enough.
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HashSet<Vector2i> transformedTiles = new()
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{
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new((int) MathF.Floor(center.X + x), (int) MathF.Floor(center.Y + x)), // center of tile, offset by (0.25, 0.25) in tile coordinates
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new((int) MathF.Floor(center.X - y), (int) MathF.Floor(center.Y - y)), // center offset by (-0.25, 0.25)
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new((int) MathF.Floor(center.X - x), (int) MathF.Floor(center.Y + y)), // offset by (-0.25, -0.25)
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new((int) MathF.Floor(center.X + y), (int) MathF.Floor(center.Y - x)), // offset by (0.25, -0.25)
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};
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foreach (var newIndices in transformedTiles)
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{
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if (!transformedEdges.TryGetValue(newIndices, out var data))
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{
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data = new();
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transformedEdges[newIndices] = data;
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}
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data.BlockingGridEdges.Add(new(tile, gridToTransform, center, angle, tileSize));
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}
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}
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}
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if (referenceGrid == null)
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return (transformedEdges, tileSize);
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// finally, we also include the blocking tiles from the reference grid.
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if (_gridEdges.TryGetValue(referenceGrid.Value, out var localEdges))
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{
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foreach (var (tile, dir) in localEdges)
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{
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// grids cannot overlap, so tile should never be an existing entry.
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// if this ever changes, this needs to do a try-get.
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var data = new BlockedSpaceTile();
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transformedEdges[tile] = data;
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data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
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if ((dir & NeighborFlag.Cardinal) == 0)
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data.BlockingGridEdges.Add(new(default, null, ((Vector2) tile + 0.5f) * tileSize, 0, tileSize));
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else
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data.BlockingGridEdges.Add(new(tile, referenceGrid.Value, ((Vector2) tile + 0.5f) * tileSize, 0, tileSize));
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}
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}
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return (transformedEdges, tileSize);
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}
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/// <summary>
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/// Given an grid-edge blocking map, check if the blockers are allowed to propagate to each other through gaps in grids.
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/// </summary>
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/// <remarks>
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/// After grid edges were transformed into the reference frame of some other grid, this function figures out
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/// which of those edges are actually blocking explosion propagation.
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/// </remarks>
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public void GetUnblockedDirections(Dictionary<Vector2i, BlockedSpaceTile> transformedEdges, float tileSize)
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{
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foreach (var (tile, data) in transformedEdges)
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{
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if (data.UnblockedDirections == AtmosDirection.Invalid)
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continue; // already all blocked.
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var tileCenter = ((Vector2) tile + 0.5f) * tileSize;
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foreach (var edge in data.BlockingGridEdges)
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{
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// if a blocking edge contains the center of the tile, block all directions
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if (edge.Box.Contains(tileCenter))
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{
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data.UnblockedDirections = AtmosDirection.Invalid;
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break;
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}
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// check north
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if (edge.Box.Contains(tileCenter + (0, tileSize / 2f)))
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data.UnblockedDirections &= ~AtmosDirection.North;
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// check south
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if (edge.Box.Contains(tileCenter + (0, -tileSize / 2f)))
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data.UnblockedDirections &= ~AtmosDirection.South;
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// check east
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if (edge.Box.Contains(tileCenter + (tileSize / 2f, 0)))
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data.UnblockedDirections &= ~AtmosDirection.East;
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// check west
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if (edge.Box.Contains(tileCenter + (-tileSize / 2f, 0)))
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data.UnblockedDirections &= ~AtmosDirection.West;
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}
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}
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}
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/// <summary>
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/// When a tile is updated, we might need to update the grid edge maps.
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/// </summary>
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private void OnTileChanged(TileChangedEvent ev)
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{
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// only need to update the grid-edge map if a tile was added or removed from the grid.
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if (!ev.NewTile.Tile.IsEmpty && !ev.OldTile.IsEmpty)
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return;
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var tileRef = ev.NewTile;
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if (!_mapManager.TryGetGrid(tileRef.GridIndex, out var grid))
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return;
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if (!_gridEdges.TryGetValue(tileRef.GridIndex, out var edges))
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{
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edges = new();
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_gridEdges[tileRef.GridIndex] = edges;
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}
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if (tileRef.Tile.IsEmpty)
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{
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// if the tile is empty, it cannot itself be an edge tile.
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edges.Remove(tileRef.GridIndices);
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// add any valid neighbours to the list of edge-tiles
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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var neighbourIndex = tileRef.GridIndices + NeighbourVectors[i];
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if (grid.TryGetTileRef(neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
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{
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var oppositeDirection = (NeighborFlag) (1 << ((i + 4) % 8));
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edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | oppositeDirection;
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}
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}
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return;
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}
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// the tile is not empty space, but was previously. So update directly adjacent neighbours, which may no longer
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// be edge tiles.
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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var neighbourIndex = tileRef.GridIndices + NeighbourVectors[i];
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if (edges.TryGetValue(neighbourIndex, out var neighborSpaceDir))
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{
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var oppositeDirection = (NeighborFlag) (1 << ((i + 4) % 8));
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neighborSpaceDir &= ~oppositeDirection;
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if (neighborSpaceDir == NeighborFlag.Invalid)
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{
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// no longer an edge tile
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edges.Remove(neighbourIndex);
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continue;
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}
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edges[neighbourIndex] = neighborSpaceDir;
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}
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}
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// finally check if the new tile is itself an edge tile
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if (IsEdge(grid, tileRef.GridIndices, out var spaceDir))
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edges.Add(tileRef.GridIndices, spaceDir);
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}
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/// <summary>
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/// Check whether a tile is on the edge of a grid (i.e., whether it borders space).
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/// </summary>
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/// <remarks>
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/// Optionally ignore a specific Vector2i. Used by <see cref="OnTileChanged"/> when we already know that a
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/// given tile is not space. This avoids unnecessary TryGetTileRef calls.
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/// </remarks>
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private bool IsEdge(IMapGrid grid, Vector2i index, out NeighborFlag spaceDirections)
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{
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spaceDirections = NeighborFlag.Invalid;
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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if (!grid.TryGetTileRef(index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
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spaceDirections |= (NeighborFlag) (1 << i);
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}
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return spaceDirections != NeighborFlag.Invalid;
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}
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// yeah this is now the third direction flag enum, and the 5th (afaik) direction enum overall.....
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/// <summary>
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/// Directional bitflags used to denote the neighbouring tiles of some tile on a grid.. Differ from atmos and
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/// normal directional flags as NorthEast != North | East
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/// </summary>
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[Flags]
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public enum NeighborFlag : byte
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{
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Invalid = 0,
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North = 1 << 0,
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NorthEast = 1 << 1,
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East = 1 << 2,
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SouthEast = 1 << 3,
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South = 1 << 4,
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SouthWest = 1 << 5,
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West = 1 << 6,
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NorthWest = 1 << 7,
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Cardinal = North | East | South | West,
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Diagonal = NorthEast | SouthEast | SouthWest | NorthWest,
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Any = Cardinal | Diagonal
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}
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public static bool AnyNeighborBlocked(NeighborFlag neighbors, AtmosDirection blockedDirs)
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{
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if ((neighbors & NeighborFlag.North) == NeighborFlag.North && (blockedDirs & AtmosDirection.North) == AtmosDirection.North)
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return true;
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if ((neighbors & NeighborFlag.South) == NeighborFlag.South && (blockedDirs & AtmosDirection.South) == AtmosDirection.South)
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return true;
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if ((neighbors & NeighborFlag.East) == NeighborFlag.East && (blockedDirs & AtmosDirection.East) == AtmosDirection.East)
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return true;
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if ((neighbors & NeighborFlag.West) == NeighborFlag.West && (blockedDirs & AtmosDirection.West) == AtmosDirection.West)
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return true;
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return false;
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}
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// array indices match NeighborFlags shifts.
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public static readonly Vector2i[] NeighbourVectors =
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{
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new (0, 1),
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new (1, 1),
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new (1, 0),
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new (1, -1),
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new (0, -1),
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new (-1, -1),
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new (-1, 0),
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new (-1, 1)
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};
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}
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/// <summary>
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/// This class has information about the space equivalent of an airtight entity blocking explosions: the edges of grids.
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/// </summary>
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public sealed class BlockedSpaceTile
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{
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/// <summary>
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/// What directions of this tile are not blocked?
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/// </summary>
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public AtmosDirection UnblockedDirections = AtmosDirection.All;
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/// <summary>
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/// The set of grid edge-tiles that are blocking this space tile.
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/// </summary>
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public List<GridEdgeData> BlockingGridEdges = new();
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public sealed class GridEdgeData
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{
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public Vector2i Tile;
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public GridId? Grid;
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public Box2Rotated Box;
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public GridEdgeData(Vector2i tile, GridId? grid, Vector2 center, Angle angle, float size)
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{
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Tile = tile;
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Grid = grid;
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Box = new(Box2.CenteredAround(center, (size, size)), angle, center);
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}
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}
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}
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Reference in New Issue
Block a user