Re-organize all projects (#4166)
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328
Content.Server/Explosion/ExplosionHelper.cs
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328
Content.Server/Explosion/ExplosionHelper.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Camera;
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using Content.Server.Explosion.Components;
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using Content.Shared.Acts;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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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.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion
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{
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public static class ExplosionHelper
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{
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/// <summary>
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/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
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/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
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/// </summary>
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private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
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/// <summary>
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/// Chance of a tile breaking if the severity is Light and Heavy
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/// </summary>
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private static readonly float LightBreakChance = 0.3f;
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private static readonly float HeavyBreakChance = 0.8f;
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private static bool IgnoreExplosivePassable(IEntity e) => e.HasTag("ExplosivePassable");
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private static ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heaveyRange)
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{
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if (distance < devastationRange)
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{
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return ExplosionSeverity.Destruction;
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}
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else if (distance < heaveyRange)
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{
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return ExplosionSeverity.Heavy;
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}
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else
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{
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return ExplosionSeverity.Light;
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}
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}
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/// <summary>
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/// Damage entities inside the range. The damage depends on a discrete
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/// damage bracket [light, heavy, devastation] and the distance from the epicenter
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/// </summary>
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/// <returns>
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/// A dictionary of coordinates relative to the parents of every grid of entities that survived the explosion,
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/// have an airtight component and are currently blocking air. Like a wall.
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/// </returns>
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private static void DamageEntitiesInRange(EntityCoordinates epicenter, Box2 boundingBox,
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float devastationRange,
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float heaveyRange,
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float maxRange,
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MapId mapId)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var exAct = EntitySystem.Get<ActSystem>();
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var entitiesInRange = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(mapId, boundingBox, 0).ToList();
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var impassableEntities = new List<Tuple<IEntity, float>>();
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var nonImpassableEntities = new List<Tuple<IEntity, float>>();
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// TODO: Given this seems to rely on physics it should just query directly like everything else.
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// The entities are paired with their distance to the epicenter
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// and splitted into two lists based on if they are Impassable or not
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foreach (var entity in entitiesInRange)
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{
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if (entity.Deleted || !entity.Transform.IsMapTransform)
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{
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continue;
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}
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if (!entity.Transform.Coordinates.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
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{
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continue;
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}
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if (!entity.TryGetComponent(out PhysicsComponent? body) || body.Fixtures.Count < 1)
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{
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continue;
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}
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if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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{
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impassableEntities.Add(Tuple.Create(entity, distance));
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}
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else
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{
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nonImpassableEntities.Add(Tuple.Create(entity, distance));
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}
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}
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// The Impassable entities are sorted in descending order
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// Entities closer to the epicenter are first
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impassableEntities.Sort((x, y) => x.Item2.CompareTo(y.Item2));
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// Impassable entities are handled first. If they are damaged enough, they are destroyed and they may
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// be able to spawn a new entity. I.e Wall -> Girder.
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// Girder has a tag ExplosivePassable, and the predicate make it so the entities with this tag are ignored
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var epicenterMapPos = epicenter.ToMap(entityManager);
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foreach (var (entity, distance) in impassableEntities)
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{
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if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
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{
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continue;
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}
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exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
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}
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// Impassable entities were handled first so NonImpassable entities have a bigger chance to get hit. As now
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// there are probably more ExplosivePassable entities around
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foreach (var (entity, distance) in nonImpassableEntities)
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{
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if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
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{
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continue;
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}
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exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
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}
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}
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/// <summary>
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/// Damage tiles inside the range. The type of tile can change depending on a discrete
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/// damage bracket [light, heavy, devastation], the distance from the epicenter and
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/// a probabilty bracket [<see cref="LightBreakChance"/>, <see cref="HeavyBreakChance"/>, 1.0].
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/// </summary>
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///
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private static void DamageTilesInRange(EntityCoordinates epicenter,
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GridId gridId,
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Box2 boundingBox,
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float devastationRange,
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float heaveyRange,
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float maxRange)
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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if (!mapManager.TryGetGrid(gridId, out var mapGrid))
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{
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(mapGrid.GridEntityId, out var grid))
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{
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return;
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}
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
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var tilesInGridAndCircle = mapGrid.GetTilesIntersecting(boundingBox);
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var epicenterMapPos = epicenter.ToMap(entityManager);
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foreach (var tile in tilesInGridAndCircle)
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{
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var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
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if (!tileLoc.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
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{
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continue;
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}
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if (tile.IsBlockedTurf(false))
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{
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continue;
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}
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if (!tileLoc.ToMap(entityManager).InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: false, predicate: IgnoreExplosivePassable))
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{
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continue;
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}
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var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
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var baseTurfs = tileDef.BaseTurfs;
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if (baseTurfs.Count == 0)
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{
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continue;
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}
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var zeroTile = new Robust.Shared.Map.Tile(tileDefinitionManager[baseTurfs[0]].TileId);
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var previousTile = new Robust.Shared.Map.Tile(tileDefinitionManager[baseTurfs[^1]].TileId);
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var severity = CalculateSeverity(distance, devastationRange, heaveyRange);
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switch (severity)
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{
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case ExplosionSeverity.Light:
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if (!previousTile.IsEmpty && robustRandom.Prob(LightBreakChance))
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{
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mapGrid.SetTile(tileLoc, previousTile);
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}
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break;
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case ExplosionSeverity.Heavy:
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if (!previousTile.IsEmpty && robustRandom.Prob(HeavyBreakChance))
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{
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mapGrid.SetTile(tileLoc, previousTile);
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}
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break;
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case ExplosionSeverity.Destruction:
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mapGrid.SetTile(tileLoc, zeroTile);
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break;
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}
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}
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}
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private static void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
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{
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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var players = playerManager.GetPlayersInRange(epicenter, (int) Math.Ceiling(maxRange));
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foreach (var player in players)
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{
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if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
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{
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continue;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var playerPos = player.AttachedEntity.Transform.WorldPosition;
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var delta = epicenter.ToMapPos(entityManager) - playerPos;
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//Change if zero. Will result in a NaN later breaking camera shake if not changed
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if (delta.EqualsApprox((0.0f, 0.0f)))
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delta = EpicenterDistance;
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var distance = delta.LengthSquared;
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var effect = 10 * (1 / (1 + distance));
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if (effect > 0.01f)
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{
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var kick = -delta.Normalized * effect;
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recoil.Kick(kick);
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}
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}
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}
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private static void FlashInRange(EntityCoordinates epicenter, float flashrange)
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{
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if (flashrange > 0)
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{
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var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var message = new EffectSystemMessage
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{
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EffectSprite = "Effects/explosion.rsi",
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RsiState = "explosionfast",
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(5),
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Size = new Vector2(flashrange / 2, flashrange / 2),
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Coordinates = epicenter,
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Rotation = 0f,
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
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Shaded = false
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};
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entitySystemManager.GetEntitySystem<EffectSystem>().CreateParticle(message);
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}
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}
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public static void SpawnExplosion(this IEntity entity, int devastationRange = 0, int heavyImpactRange = 0,
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int lightImpactRange = 0, int flashRange = 0)
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{
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// If you want to directly set off the explosive
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if (!entity.Deleted && entity.TryGetComponent(out ExplosiveComponent? explosive) && !explosive.Exploding)
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{
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explosive.Explosion();
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}
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else
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{
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while (entity.TryGetContainer(out var cont))
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{
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entity = cont.Owner;
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}
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var epicenter = entity.Transform.Coordinates;
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SpawnExplosion(epicenter, devastationRange, heavyImpactRange, lightImpactRange, flashRange);
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}
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}
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public static void SpawnExplosion(EntityCoordinates epicenter, int devastationRange = 0,
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int heavyImpactRange = 0, int lightImpactRange = 0, int flashRange = 0)
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{
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var mapId = epicenter.GetMapId(IoCManager.Resolve<IEntityManager>());
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if (mapId == MapId.Nullspace)
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{
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return;
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}
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var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var mapManager = IoCManager.Resolve<IMapManager>();
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var epicenterMapPos = epicenter.ToMapPos(entityManager);
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var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
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epicenterMapPos + new Vector2(maxRange, maxRange));
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SoundSystem.Play(Filter.Broadcast(), "/Audio/Effects/explosion.ogg", epicenter);
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DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
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var mapGridsNear = mapManager.FindGridsIntersecting(mapId, boundingBox);
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foreach (var gridId in mapGridsNear)
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{
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DamageTilesInRange(epicenter, gridId.Index, boundingBox, devastationRange, heavyImpactRange, maxRange);
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}
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CameraShakeInRange(epicenter, maxRange);
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FlashInRange(epicenter, flashRange);
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}
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}
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}
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