@@ -1,438 +0,0 @@
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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, AtmosDirection>> _gridEdges = new();
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/// <summary>
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/// Set of tiles of each grid that are diagonally adjacent to space
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/// </summary>
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private Dictionary<GridId, HashSet<Vector2i>> _diagGridEdges = 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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if (!_mapManager.TryGetGrid(ev.GridId, out var grid))
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return;
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Dictionary<Vector2i, AtmosDirection> edges = new();
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HashSet<Vector2i> diagEdges = new();
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_gridEdges[ev.GridId] = edges;
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_diagGridEdges[ev.GridId] = diagEdges;
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foreach (var tileRef in grid.GetAllTiles())
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{
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if (tileRef.Tile.IsEmpty)
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continue;
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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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else if (IsDiagonalEdge(grid, tileRef.GridIndices))
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diagEdges.Add(tileRef.GridIndices);
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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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_diagGridEdges.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, GridBlockData>, ushort) TransformGridEdges(MapId targetMap, GridId? referenceGrid, List<GridId> localGrids)
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{
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Dictionary<Vector2i, GridBlockData> transformedEdges = new();
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var targetMatrix = Matrix3.Identity;
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Angle targetAngle = new();
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ushort tileSize = DefaultTileSize;
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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 / 2;
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offsetMatrix.R1C2 = tileSize / 2;
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// here we will get 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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HashSet<Vector2i> transformedTiles = new();
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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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grid.ParentMapId != targetMap)
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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 xform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
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var matrix = offsetMatrix * xform.WorldMatrix * targetMatrix;
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var angle = xform.WorldRotation - targetAngle;
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var (x, y) = angle.RotateVec((tileSize / 4, tileSize / 4));
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foreach (var (tile, dir) in edges)
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{
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var center = matrix.Transform(tile);
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// this tile might touch several other tiles, or maybe just one tile. Here we use a Vector2i HashSet to
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// remove duplicates.
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transformedTiles.Clear();
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transformedTiles.Add(new((int) MathF.Floor(center.X + x), (int) MathF.Floor(center.Y + y))); // initial direction
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transformedTiles.Add(new((int) MathF.Floor(center.X - y), (int) MathF.Floor(center.Y + x))); // rotated 90 degrees
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transformedTiles.Add(new((int) MathF.Floor(center.X - x), (int) MathF.Floor(center.Y - y))); // rotated 180 degrees
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transformedTiles.Add(new((int) MathF.Floor(center.X + y), (int) MathF.Floor(center.Y - x))); // rotated 270 degrees
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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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// Next we transform any diagonal edges.
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Vector2i newIndex;
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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 (!_diagGridEdges.TryGetValue(gridToTransform, out var diagEdges))
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continue;
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if (!_mapManager.TryGetGrid(gridToTransform, out var grid) ||
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grid.ParentMapId != targetMap)
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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 xform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
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var matrix = offsetMatrix * xform.WorldMatrix * targetMatrix;
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var angle = xform.WorldRotation - targetAngle;
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foreach (var tile in diagEdges)
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{
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var center = matrix.Transform(tile);
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newIndex = new((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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// explosions are not allowed to propagate diagonally ONTO grids. so we just use defaults for some fields.
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data.BlockingGridEdges.Add(new(default, null, center, angle, tileSize));
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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, _) 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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var data = new GridBlockData();
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transformedEdges[tile] = data;
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data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
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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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if (_diagGridEdges.TryGetValue(referenceGrid.Value, out var localDiagEdges))
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{
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foreach (var tile in localDiagEdges)
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{
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// grids cannot overlap, so tile should NEVER be an existing entry.
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var data = new GridBlockData();
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transformedEdges[tile] = data;
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data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
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data.BlockingGridEdges.Add(new(default, null, ((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, GridBlockData> transformedEdges, ushort 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 / 2)))
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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 / 2)))
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data.UnblockedDirections &= ~AtmosDirection.South;
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// check east
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if (edge.Box.Contains(tileCenter + (tileSize / 2, 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 / 2, 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(object? sender, TileChangedEventArgs e)
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{
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// only need to update the grid-edge map if the tile changed from space to not-space.
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if (!e.NewTile.Tile.IsEmpty && !e.OldTile.IsEmpty)
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return;
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var tileRef = e.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 (!_diagGridEdges.TryGetValue(tileRef.GridIndex, out var diagEdges))
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{
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diagEdges = new();
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_diagGridEdges[tileRef.GridIndex] = diagEdges;
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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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diagEdges.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 < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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var neighbourIndex = tileRef.GridIndices.Offset(direction);
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if (grid.TryGetTileRef(neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
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{
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edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | direction.GetOpposite();
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diagEdges.Remove(neighbourIndex);
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}
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}
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foreach (var diagNeighbourIndex in GetDiagonalNeighbors(tileRef.GridIndices))
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{
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if (edges.ContainsKey(diagNeighbourIndex))
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continue;
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if (grid.TryGetTileRef(diagNeighbourIndex, out var neighbourIndex) && !neighbourIndex.Tile.IsEmpty)
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diagEdges.Add(diagNeighbourIndex);
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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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AtmosDirection spaceDir;
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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var neighbourIndex = tileRef.GridIndices.Offset(direction);
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if (edges.TryGetValue(neighbourIndex, out spaceDir))
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{
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spaceDir = spaceDir & ~direction.GetOpposite();
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if (spaceDir != AtmosDirection.Invalid)
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edges[neighbourIndex] = spaceDir;
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else
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{
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// no longer a direct edge ...
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edges.Remove(neighbourIndex);
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// ... but it could now be a diagonal edge
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if (IsDiagonalEdge(grid, neighbourIndex, tileRef.GridIndices))
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diagEdges.Add(neighbourIndex);
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}
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}
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}
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// and again for diagonal neighbours
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foreach (var neighborIndex in GetDiagonalNeighbors(tileRef.GridIndices))
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{
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if (diagEdges.Contains(neighborIndex) && !IsDiagonalEdge(grid, neighborIndex, tileRef.GridIndices))
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diagEdges.Remove(neighborIndex);
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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 spaceDir))
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edges.Add(tileRef.GridIndices, spaceDir);
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else if (IsDiagonalEdge(grid, tileRef.GridIndices))
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diagEdges.Add(tileRef.GridIndices);
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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 AtmosDirection spaceDirections)
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{
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spaceDirections = AtmosDirection.Invalid;
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!grid.TryGetTileRef(index.Offset(direction), out var neighborTile) || neighborTile.Tile.IsEmpty)
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spaceDirections |= direction;
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}
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return spaceDirections != AtmosDirection.Invalid;
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}
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private bool IsDiagonalEdge(IMapGrid grid, Vector2i index, Vector2i? ignore = null)
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{
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foreach (var neighbourIndex in GetDiagonalNeighbors(index))
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{
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if (neighbourIndex == ignore)
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continue;
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if (!grid.TryGetTileRef(neighbourIndex, out var neighborTile) || neighborTile.Tile.IsEmpty)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Enumerate over diagonally adjacent tiles.
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/// </summary>
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internal static IEnumerable<Vector2i> GetDiagonalNeighbors(Vector2i pos)
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{
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yield return pos + (1, 1);
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yield return pos + (-1, -1);
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yield return pos + (1, -1);
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yield return pos + (-1, 1);
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}
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}
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public struct GridEdgeData : IEquatable<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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/// <inheritdoc />
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public bool Equals(GridEdgeData other)
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{
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return Tile.Equals(other.Tile) && Grid.Equals(other.Grid);
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}
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/// <inheritdoc />
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public override int GetHashCode()
|
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{
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unchecked
|
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{
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return (Tile.GetHashCode() * 397) ^ Grid.GetHashCode();
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}
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||||
}
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||||
}
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||||
public record GridBlockData
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{
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/// <summary>
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||||
/// What directions of this tile are not blocked by some other grid?
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||||
/// </summary>
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||||
public AtmosDirection UnblockedDirections = AtmosDirection.All;
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/// <summary>
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||||
/// Hashset contains information about the edge-tiles, which belong to some other grid(s), that are blocking
|
||||
/// this tile.
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/// </summary>
|
||||
public HashSet<GridEdgeData> BlockingGridEdges = new();
|
||||
}
|
||||
Reference in New Issue
Block a user