Singularity fixes (#4383)

* Singularity fixes

* Fix the rest

* Woops

* ahh

* Nerf singulo for now

* Final touchups for now

* Review
This commit is contained in:
metalgearsloth
2021-08-23 00:54:03 +10:00
committed by GitHub
parent 106a5078de
commit f472bbab88
17 changed files with 279 additions and 162 deletions

View File

@@ -1,8 +1,14 @@
using Content.Server.Ghost.Components;
using Content.Server.Singularity.Components;
using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Singularity.EntitySystems
@@ -10,7 +16,18 @@ namespace Content.Server.Singularity.EntitySystems
[UsedImplicitly]
public class SingularitySystem : SharedSingularitySystem
{
private float _updateInterval = 1.0f;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
/// <summary>
/// How much energy the singulo gains from destroying a tile.
/// </summary>
private const int TileEnergyGain = 1;
private const float GravityCooldown = 0.5f;
private float _gravityAccumulator;
private int _updateInterval = 1;
private float _accumulator;
public override void Initialize()
@@ -21,47 +38,23 @@ namespace Content.Server.Singularity.EntitySystems
private void HandleCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
{
// This handles bouncing off of containment walls.
// If you want the delete behavior we do it under DeleteEntities for reasons (not everything has physics).
// If we're being deleted by another singularity, this call is probably for that singularity.
// Even if not, just don't bother.
if (component.BeingDeletedByAnotherSingularity)
return;
var otherEntity = args.OtherFixture.Body.Owner;
if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(args.OurFixture.Body.GetWorldAABB()))
{
mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
component.Energy++;
}
return;
}
if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
(otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var containmentField) && containmentField.CanRepell(component.Owner)))
{
return;
}
if (otherEntity.IsInContainer())
return;
// Singularity priority management / etc.
if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
otherSingulo.BeingDeletedByAnotherSingularity = true;
otherEntity.QueueDelete();
if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
component.Energy += singuloFood.Energy;
else
component.Energy++;
// Using this to also get smooth deletions is hard because we need to be hard for good bounce
// off of containment but also we need to be non-hard so we can freely move through the station.
// For now I've just made it so only the lookup does deletions and collision is just for fields.
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_gravityAccumulator += frameTime;
_accumulator += frameTime;
while (_accumulator > _updateInterval)
@@ -70,7 +63,142 @@ namespace Content.Server.Singularity.EntitySystems
foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
{
singularity.Update(1);
singularity.Energy -= singularity.EnergyDrain;
}
}
while (_gravityAccumulator > GravityCooldown)
{
_gravityAccumulator -= GravityCooldown;
foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
{
Update(singularity, GravityCooldown);
}
}
}
private void Update(ServerSingularityComponent component, float frameTime)
{
if (component.BeingDeletedByAnotherSingularity) return;
var worldPos = component.Owner.Transform.WorldPosition;
DestroyEntities(component, worldPos);
DestroyTiles(component, worldPos);
PullEntities(component, worldPos);
}
private float PullRange(ServerSingularityComponent component)
{
// Level 6 is normally 15 range but that's yuge.
return 2 + component.Level * 2;
}
private float DestroyTileRange(ServerSingularityComponent component)
{
return component.Level - 0.5f;
}
private bool CanDestroy(SharedSingularityComponent component, IEntity entity)
{
return entity == component.Owner ||
entity.HasComponent<IMapGridComponent>() ||
entity.HasComponent<GhostComponent>() ||
entity.HasComponent<ContainmentFieldComponent>() ||
entity.HasComponent<ContainmentFieldGeneratorComponent>();
}
private void HandleDestroy(ServerSingularityComponent component, IEntity entity)
{
// TODO: Need singuloimmune tag
if (CanDestroy(component, entity)) return;
// Singularity priority management / etc.
if (entity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
{
// MERGE
if (!otherSingulo.BeingDeletedByAnotherSingularity)
{
component.Energy += otherSingulo.Energy;
}
otherSingulo.BeingDeletedByAnotherSingularity = true;
}
entity.QueueDelete();
if (entity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
component.Energy += singuloFood.Energy;
else
component.Energy++;
}
/// <summary>
/// Handle deleting entities and increasing energy
/// </summary>
private void DestroyEntities(ServerSingularityComponent component, Vector2 worldPos)
{
// The reason we don't /just/ use collision is because we'll be deleting stuff that may not necessarily have physics (e.g. carpets).
var destroyRange = DestroyTileRange(component);
foreach (var entity in _lookup.GetEntitiesInRange(component.Owner.Transform.MapID, worldPos, destroyRange))
{
HandleDestroy(component, entity);
}
}
private bool CanPull(IEntity entity)
{
return !(entity.HasComponent<GhostComponent>() ||
entity.HasComponent<IMapGridComponent>() ||
entity.HasComponent<MapComponent>() ||
entity.IsInContainer());
}
private void PullEntities(ServerSingularityComponent component, Vector2 worldPos)
{
// TODO: When we split up dynamic and static trees we might be able to make items always on the broadphase
// in which case we can just query dynamictree directly for brrt
var pullRange = PullRange(component);
var destroyRange = DestroyTileRange(component);
foreach (var entity in _lookup.GetEntitiesInRange(component.Owner.Transform.MapID, worldPos, pullRange))
{
// I tried having it so level 6 can de-anchor. BAD IDEA, MASSIVE LAG.
if (entity == component.Owner ||
!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
collidableComponent.BodyType == BodyType.Static) continue;
if (!CanPull(entity)) continue;
var vec = worldPos - entity.Transform.WorldPosition;
if (vec.Length < destroyRange - 0.01f) continue;
var speed = vec.Length * component.Level * collidableComponent.Mass;
// Because tile friction is so high we'll just multiply by mass so stuff like closets can even move.
collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
}
}
/// <summary>
/// Destroy any grid tiles within the relevant Level range.
/// </summary>
private void DestroyTiles(ServerSingularityComponent component, Vector2 worldPos)
{
var radius = DestroyTileRange(component);
var circle = new Circle(worldPos, radius);
var box = new Box2(worldPos - radius, worldPos + radius);
foreach (var grid in _mapManager.FindGridsIntersecting(component.Owner.Transform.MapID, box))
{
foreach (var tile in grid.GetTilesIntersecting(circle))
{
if (tile.Tile.IsEmpty) continue;
grid.SetTile(tile.GridIndices, Tile.Empty);
component.Energy += TileEnergyGain;
}
}
}