using System.Numerics;
using Content.Shared.Atmos;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Server.Explosion.EntitySystems;
// This partial part of the explosion system has all of the functions used to facilitate explosions moving across grids.
// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
// property of the grid itself?
public sealed partial class ExplosionSystem
{
///
/// Set of tiles of each grid that are directly adjacent to space, along with the directions that face space.
///
private Dictionary> _gridEdges = new();
///
/// On grid startup, prepare a map of grid edges.
///
private void OnGridStartup(GridStartupEvent ev)
{
var grid = Comp(ev.EntityUid);
Dictionary edges = new();
_gridEdges[ev.EntityUid] = edges;
foreach (var tileRef in _map.GetAllTiles(ev.EntityUid, grid))
{
if (IsEdge(grid, tileRef.GridIndices, out var dir))
edges.Add(tileRef.GridIndices, dir);
}
}
private void OnGridRemoved(GridRemovalEvent ev)
{
_airtightMap.Remove(ev.EntityUid);
_gridEdges.Remove(ev.EntityUid);
// this should be a small enough set that iterating all of them is fine
var query = EntityQueryEnumerator();
while (query.MoveNext(out var visuals))
{
visuals.Tiles.Remove(ev.EntityUid);
}
}
///
/// Take our map of grid edges, where each is defined in their own grid's reference frame, and map those
/// edges all onto one grids reference frame.
///
public (Dictionary, ushort) TransformGridEdges(
MapCoordinates epicentre,
EntityUid? referenceGrid,
List localGrids,
float maxDistance)
{
Dictionary transformedEdges = new();
var targetMatrix = Matrix3x2.Identity;
Angle targetAngle = new();
var tileSize = DefaultTileSize;
var maxDistanceSq = (int) (maxDistance * maxDistance);
// if the explosion is centered on some grid (and not just space), get the transforms.
if (referenceGrid != null)
{
var targetGrid = Comp(referenceGrid.Value);
var xform = Transform(referenceGrid.Value);
targetAngle = xform.WorldRotation;
targetMatrix = xform.InvWorldMatrix;
tileSize = targetGrid.TileSize;
}
var offsetMatrix = Matrix3x2.Identity;
offsetMatrix.M31 = tileSize / 2f;
offsetMatrix.M32 = tileSize / 2f;
// Here we can end up with a triple nested for loop:
// foreach other grid
// foreach edge tile in that grid
// foreach tile in our grid that touches that tile (vast majority of the time: 1 tile, but could be up to 4)
foreach (var gridToTransform in localGrids)
{
// we treat the target grid separately
if (gridToTransform == referenceGrid)
continue;
if (!_gridEdges.TryGetValue(gridToTransform, out var edges))
continue;
if (!TryComp(gridToTransform, out MapGridComponent? grid))
continue;
if (grid.TileSize != tileSize)
{
Log.Error($"Explosions do not support grids with different grid sizes. GridIds: {gridToTransform} and {referenceGrid}");
continue;
}
var xforms = EntityManager.GetEntityQuery();
var xform = xforms.GetComponent(gridToTransform);
var (_, gridWorldRotation, gridWorldMatrix, invGridWorldMatrid) = _transformSystem.GetWorldPositionRotationMatrixWithInv(xform, xforms);
var localEpicentre = (Vector2i) Vector2.Transform(epicentre.Position, invGridWorldMatrid);
var matrix = offsetMatrix * gridWorldMatrix * targetMatrix;
var angle = gridWorldRotation - targetAngle;
var (x, y) = angle.RotateVec(new Vector2(tileSize / 4f, tileSize / 4f));
foreach (var (tile, dir) in edges)
{
// if a tile is further than max distance from the epicentre, we just ignore it.
var delta = tile - localEpicentre;
if (delta.X * delta.X + delta.Y * delta.Y > maxDistanceSq) // no Vector2.Length???
continue;
var center = Vector2.Transform(tile, matrix);
if ((dir & NeighborFlag.Cardinal) == 0)
{
// this is purely a diagonal edge tile
var newIndex = new Vector2i((int) MathF.Floor(center.X), (int) MathF.Floor(center.Y));
if (!transformedEdges.TryGetValue(newIndex, out var data))
{
data = new();
transformedEdges[newIndex] = data;
}
data.BlockingGridEdges.Add(new(default, null, center, angle, tileSize));
continue;
}
// Instead of just mapping the center of the tile, we map for points on that tile. This is basically a
// shitty approximation to doing a proper check to get all space-tiles that intersect this grid tile.
// Not perfect, but works well enough.
HashSet transformedTiles = new()
{
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
new((int) MathF.Floor(center.X - y), (int) MathF.Floor(center.Y - y)), // center offset by (-0.25, 0.25)
new((int) MathF.Floor(center.X - x), (int) MathF.Floor(center.Y + y)), // offset by (-0.25, -0.25)
new((int) MathF.Floor(center.X + y), (int) MathF.Floor(center.Y - x)), // offset by (0.25, -0.25)
};
foreach (var newIndices in transformedTiles)
{
if (!transformedEdges.TryGetValue(newIndices, out var data))
{
data = new();
transformedEdges[newIndices] = data;
}
data.BlockingGridEdges.Add(new(tile, gridToTransform, center, angle, tileSize));
}
}
}
if (referenceGrid == null)
return (transformedEdges, tileSize);
// finally, we also include the blocking tiles from the reference grid.
if (_gridEdges.TryGetValue(referenceGrid.Value, out var localEdges))
{
foreach (var (tile, dir) in localEdges)
{
// grids cannot overlap, so tile should never be an existing entry.
// if this ever changes, this needs to do a try-get.
var data = new BlockedSpaceTile();
transformedEdges[tile] = data;
data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
if ((dir & NeighborFlag.Cardinal) == 0)
data.BlockingGridEdges.Add(new(default, null, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
else
data.BlockingGridEdges.Add(new(tile, referenceGrid.Value, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
}
}
return (transformedEdges, tileSize);
}
///
/// Given an grid-edge blocking map, check if the blockers are allowed to propagate to each other through gaps in grids.
///
///
/// After grid edges were transformed into the reference frame of some other grid, this function figures out
/// which of those edges are actually blocking explosion propagation.
///
public void GetUnblockedDirections(Dictionary transformedEdges, float tileSize)
{
foreach (var (tile, data) in transformedEdges)
{
if (data.UnblockedDirections == AtmosDirection.Invalid)
continue; // already all blocked.
var tileCenter = (tile + new Vector2(0.5f, 0.5f)) * tileSize;
foreach (var edge in data.BlockingGridEdges)
{
// if a blocking edge contains the center of the tile, block all directions
if (edge.Box.Contains(tileCenter))
{
data.UnblockedDirections = AtmosDirection.Invalid;
break;
}
// check north
if (edge.Box.Contains(tileCenter + new Vector2(0, tileSize / 2f)))
data.UnblockedDirections &= ~AtmosDirection.North;
// check south
if (edge.Box.Contains(tileCenter + new Vector2(0, -tileSize / 2f)))
data.UnblockedDirections &= ~AtmosDirection.South;
// check east
if (edge.Box.Contains(tileCenter + new Vector2(tileSize / 2f, 0)))
data.UnblockedDirections &= ~AtmosDirection.East;
// check west
if (edge.Box.Contains(tileCenter + new Vector2(-tileSize / 2f, 0)))
data.UnblockedDirections &= ~AtmosDirection.West;
}
}
}
///
/// When a tile is updated, we might need to update the grid edge maps.
///
private void OnTileChanged(ref TileChangedEvent ev)
{
// only need to update the grid-edge map if a tile was added or removed from the grid.
if (!ev.NewTile.Tile.IsEmpty && !ev.OldTile.IsEmpty)
return;
if (!TryComp(ev.Entity, out MapGridComponent? grid))
return;
var tileRef = ev.NewTile;
if (!_gridEdges.TryGetValue(tileRef.GridUid, out var edges))
{
edges = new();
_gridEdges[tileRef.GridUid] = edges;
}
if (tileRef.Tile.IsEmpty)
{
// if the tile is empty, it cannot itself be an edge tile.
edges.Remove(tileRef.GridIndices);
// add any valid neighbours to the list of edge-tiles
for (var i = 0; i < NeighbourVectors.Length; i++)
{
var neighbourIndex = tileRef.GridIndices + NeighbourVectors[i];
if (grid.TryGetTileRef(neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
{
var oppositeDirection = (NeighborFlag) (1 << ((i + 4) % 8));
edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | oppositeDirection;
}
}
return;
}
// the tile is not empty space, but was previously. So update directly adjacent neighbours, which may no longer
// be edge tiles.
for (var i = 0; i < NeighbourVectors.Length; i++)
{
var neighbourIndex = tileRef.GridIndices + NeighbourVectors[i];
if (edges.TryGetValue(neighbourIndex, out var neighborSpaceDir))
{
var oppositeDirection = (NeighborFlag) (1 << ((i + 4) % 8));
neighborSpaceDir &= ~oppositeDirection;
if (neighborSpaceDir == NeighborFlag.Invalid)
{
// no longer an edge tile
edges.Remove(neighbourIndex);
continue;
}
edges[neighbourIndex] = neighborSpaceDir;
}
}
// finally check if the new tile is itself an edge tile
if (IsEdge(grid, tileRef.GridIndices, out var spaceDir))
edges.Add(tileRef.GridIndices, spaceDir);
}
///
/// Check whether a tile is on the edge of a grid (i.e., whether it borders space).
///
///
/// Optionally ignore a specific Vector2i. Used by when we already know that a
/// given tile is not space. This avoids unnecessary TryGetTileRef calls.
///
private bool IsEdge(MapGridComponent grid, Vector2i index, out NeighborFlag spaceDirections)
{
spaceDirections = NeighborFlag.Invalid;
for (var i = 0; i < NeighbourVectors.Length; i++)
{
if (!grid.TryGetTileRef(index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
spaceDirections |= (NeighborFlag) (1 << i);
}
return spaceDirections != NeighborFlag.Invalid;
}
// yeah this is now the third direction flag enum, and the 5th (afaik) direction enum overall.....
///
/// Directional bitflags used to denote the neighbouring tiles of some tile on a grid.. Differ from atmos and
/// normal directional flags as NorthEast != North | East
///
[Flags]
public enum NeighborFlag : byte
{
Invalid = 0,
North = 1 << 0,
NorthEast = 1 << 1,
East = 1 << 2,
SouthEast = 1 << 3,
South = 1 << 4,
SouthWest = 1 << 5,
West = 1 << 6,
NorthWest = 1 << 7,
Cardinal = North | East | South | West,
Diagonal = NorthEast | SouthEast | SouthWest | NorthWest,
Any = Cardinal | Diagonal
}
public static bool AnyNeighborBlocked(NeighborFlag neighbors, AtmosDirection blockedDirs)
{
if ((neighbors & NeighborFlag.North) == NeighborFlag.North && (blockedDirs & AtmosDirection.North) == AtmosDirection.North)
return true;
if ((neighbors & NeighborFlag.South) == NeighborFlag.South && (blockedDirs & AtmosDirection.South) == AtmosDirection.South)
return true;
if ((neighbors & NeighborFlag.East) == NeighborFlag.East && (blockedDirs & AtmosDirection.East) == AtmosDirection.East)
return true;
if ((neighbors & NeighborFlag.West) == NeighborFlag.West && (blockedDirs & AtmosDirection.West) == AtmosDirection.West)
return true;
return false;
}
// array indices match NeighborFlags shifts.
public static readonly Vector2i[] NeighbourVectors =
{
new (0, 1),
new (1, 1),
new (1, 0),
new (1, -1),
new (0, -1),
new (-1, -1),
new (-1, 0),
new (-1, 1)
};
}
///
/// This class has information about the space equivalent of an airtight entity blocking explosions: the edges of grids.
///
public sealed class BlockedSpaceTile
{
///
/// What directions of this tile are not blocked?
///
public AtmosDirection UnblockedDirections = AtmosDirection.All;
///
/// The set of grid edge-tiles that are blocking this space tile.
///
public List BlockingGridEdges = new();
public sealed class GridEdgeData
{
public Vector2i Tile;
public EntityUid? Grid;
public Box2Rotated Box;
public GridEdgeData(Vector2i tile, EntityUid? grid, Vector2 center, Angle angle, float size)
{
Tile = tile;
Grid = grid;
Box = new(Box2.CenteredAround(center, new Vector2(size, size)), angle, center);
}
}
}