using System.Linq; using Content.Server.Explosion.Components; using Content.Server.Throwing; using Content.Shared.Damage; using Content.Shared.Explosion; using Content.Shared.Maps; using Content.Shared.Physics; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Random; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Content.Server.Explosion.EntitySystems; public sealed partial class ExplosionSystem : EntitySystem { /// /// Used to identify explosions when communicating with the client. Might be needed if more than one explosion is spawned in a single tick. /// /// /// Overflowing back to 0 should cause no issue, as long as you don't have more than 256 explosions happening in a single tick. /// private int _explosionCounter = 0; // maybe should just use a UID/explosion-entity and a state to convey information? // but then need to ignore PVS? Eeehh this works well enough for now. /// /// Used to limit explosion processing time. See . /// internal readonly Stopwatch Stopwatch = new(); /// /// How many tiles to explode before checking the stopwatch timer /// internal static int TileCheckIteration = 1; /// /// Queue for delayed processing of explosions. If there is an explosion that covers more than tiles, other explosions will actually be delayed slightly. Unless it's a station /// nuke, this delay should never really be noticeable. /// private Queue> _explosionQueue = new(); /// /// The explosion currently being processed. /// private Explosion? _activeExplosion; /// /// While processing an explosion, the "progress" is sent to clients, so that the explosion fireball effect /// syncs up with the damage. When the tile iteration increments, an update needs to be sent to clients. /// This integer keeps track of the last value sent to clients. /// private int _previousTileIteration; /// /// Process the explosion queue. /// public override void Update(float frameTime) { if (_activeExplosion == null && _explosionQueue.Count == 0) // nothing to do return; Stopwatch.Restart(); var x = Stopwatch.Elapsed.TotalMilliseconds; var availableTime = MaxProcessingTime; var tilesRemaining = TilesPerTick; while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds) { // if there is no active explosion, get a new one to process if (_activeExplosion == null) { // EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that // there is at-least 1ms of time left before creating a new explosion if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds) break; if (!_explosionQueue.TryDequeue(out var spawnNextExplosion)) break; _activeExplosion = spawnNextExplosion(); // explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion // intensity). if (_activeExplosion == null) continue; _explosionCounter++; _previousTileIteration = 0; // just a lil nap if (SleepNodeSys) { _nodeGroupSystem.Snoozing = true; // snooze grid-chunk regeneration? // snooze power network (recipients look for new suppliers as wires get destroyed). } if (_activeExplosion.Area > SingleTickAreaLimit) break; // start processing next turn. } // TODO EXPLOSION check if active explosion is on a paused map. If it is... I guess support swapping out & // storing the "currently active" explosion? var processed = _activeExplosion.Process(tilesRemaining); tilesRemaining -= processed; // has the explosion finished processing? if (_activeExplosion.FinishedProcessing) _activeExplosion = null; } Logger.InfoS("Explosion", $"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms"); // we have finished processing our tiles. Is there still an ongoing explosion? if (_activeExplosion != null) { // update the client explosion overlays. This ensures that the fire-effects sync up with the entities currently being damaged. if (_previousTileIteration == _activeExplosion.CurrentIteration) return; _previousTileIteration = _activeExplosion.CurrentIteration; RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, _previousTileIteration + 1)); return; } if (_explosionQueue.Count > 0) return; // We have finished processing all explosions. Clear client explosion overlays RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue)); //wakey wakey _nodeGroupSystem.Snoozing = false; } /// /// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted /// by an explosion). /// /// /// Used for a variation of that makes use of the fact that we have /// already done an entity lookup on a tile, and don't need to do so again. /// public bool IsBlockingTurf(EntityUid uid, EntityQuery physicsQuery) { if (EntityManager.IsQueuedForDeletion(uid)) return false; if (!physicsQuery.TryGetComponent(uid, out var physics)) return false; return physics.CanCollide && physics.Hard && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0; } /// /// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects. /// /// True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity internal bool ExplodeTile(EntityLookupComponent lookup, IMapGrid grid, Vector2i tile, float throwForce, DamageSpecifier damage, MapCoordinates epicenter, HashSet processed, string id, EntityQuery xformQuery, EntityQuery damageQuery, EntityQuery physicsQuery, EntityQuery metaQuery) { var gridBox = new Box2(tile * grid.TileSize, (tile + 1) * grid.TileSize); // get the entities on a tile. Note that we cannot process them directly, or we get // enumerator-changed-while-enumerating errors. List<(EntityUid, TransformComponent?) > list = new(); EntityUidQueryCallback callback = uid => { if (processed.Contains(uid)) return; if (!xformQuery.TryGetComponent(uid, out var xform)) return; if (xform.ParentUid != grid.GridEntityId) { if (!metaQuery.TryGetComponent(uid, out var meta)) return; // Not parented to grid. Likely in a container. if (_containerSystem.IsEntityInContainer(uid, meta)) return; } list.Add((uid, xform)); }; _entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, callback); // process those entities foreach (var (entity, xform) in list) { processed.Add(entity); ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform); } // process anchored entities var tileBlocked = false; foreach (var entity in grid.GetAnchoredEntities(tile).ToList()) { processed.Add(entity); ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery); tileBlocked |= IsBlockingTurf(entity, physicsQuery); } // Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from // windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a // prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort // of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need // to be thrown. // // All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming. // And throwing is disabled for nukes anyways. if (throwForce <= 0) return !tileBlocked; list.Clear(); _entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, callback); foreach (var (entity, xform) in list) { // Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but // they should handle their own damage pass-through, with their own damage reduction calculation. ProcessEntity(entity, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform); } return !tileBlocked; } /// /// Same as , but for SPAAAAAAACE. /// internal void ExplodeSpace(EntityLookupComponent lookup, Matrix3 spaceMatrix, Matrix3 invSpaceMatrix, Vector2i tile, float throwForce, DamageSpecifier damage, MapCoordinates epicenter, HashSet processed, string id, EntityQuery xformQuery, EntityQuery damageQuery, EntityQuery physicsQuery, EntityQuery metaQuery) { var gridBox = new Box2(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize)); var worldBox = spaceMatrix.TransformBox(gridBox); List<(EntityUid, TransformComponent)> list = new(); EntityUidQueryCallback callback = uid => { if (processed.Contains(uid)) return; var xform = xformQuery.GetComponent(uid); if (xform.ParentUid == lookup.Owner) { // parented directly to the map, use local position if (gridBox.Contains(invSpaceMatrix.Transform(xform.LocalPosition))) list.Add((uid, xform)); return; } if (!metaQuery.TryGetComponent(uid, out var meta)) return; // Not parented to map. Likely in a container. if (_containerSystem.IsEntityInContainer(uid, meta)) return; // finally check if it intersects our tile if (gridBox.Contains(invSpaceMatrix.Transform(xform.LocalPosition))) list.Add((uid, xform)); }; _entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback); foreach (var (entity, xform) in list) { processed.Add(entity); ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform); } if (throwForce <= 0) return; // Also, throw any entities that were spawned as shrapnel. Compared to entity spawning & destruction, this extra // lookup is relatively minor computational cost, and throwing is disabled for nukes anyways. list.Clear(); _entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback); foreach (var (entity, xform) in list) { ProcessEntity(entity, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform); } } /// /// This function actually applies the explosion affects to an entity. /// private void ProcessEntity( EntityUid uid, MapCoordinates epicenter, DamageSpecifier? damage, float throwForce, string id, EntityQuery damageQuery, EntityQuery physicsQuery, TransformComponent? xform = null) { // damage if (damage != null && damageQuery.TryGetComponent(uid, out var damageable)) { var ev = new GetExplosionResistanceEvent(id); RaiseLocalEvent(uid, ev, false); if (ev.Resistance == 0) { // no damage-dict multiplication required. _damageableSystem.TryChangeDamage(uid, damage, ignoreResistances: true, damageable: damageable); } else if (ev.Resistance < 1) { _damageableSystem.TryChangeDamage(uid, damage * (1 - ev.Resistance), ignoreResistances: true, damageable: damageable); } } // throw if (xform != null && !xform.Anchored && throwForce > 0 && !EntityManager.IsQueuedForDeletion(uid) && physicsQuery.TryGetComponent(uid, out var physics) && physics.BodyType == BodyType.Dynamic) { // TODO purge throw helpers and pass in physics component _throwingSystem.TryThrow(uid, xform.WorldPosition - epicenter.Position, throwForce); } // TODO EXPLOSION puddle / flammable ignite? // TODO EXPLOSION deaf/ear damage? other explosion effects? } /// /// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the /// grid tile. /// public void DamageFloorTile(TileRef tileRef, float intensity, List<(Vector2i GridIndices, Tile Tile)> damagedTiles, ExplosionPrototype type) { var tileDef = _tileDefinitionManager[tileRef.Tile.TypeId]; while (_robustRandom.Prob(type.TileBreakChance(intensity))) { intensity -= type.TileBreakRerollReduction; if (tileDef is not ContentTileDefinition contentTileDef) break; // does this have a base-turf that we can break it down to? if (contentTileDef.BaseTurfs.Count == 0) break; tileDef = _tileDefinitionManager[contentTileDef.BaseTurfs[^1]]; } if (tileDef.TileId == tileRef.Tile.TypeId) return; damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId))); } } /// /// This is a data class that stores information about the area affected by an explosion, for processing by . /// /// /// This is basically the output of , but wrapped in an enumerator /// to iterate over the tiles, along with the ability to keep track of what entities have already been damaged by /// this explosion. /// sealed class Explosion { struct ExplosionData { public EntityLookupComponent Lookup; public Dictionary> TileLists; public IMapGrid? MapGrid; } /// /// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the /// explosion throws this entity, as then it will be moving while the explosion is happening. /// public readonly HashSet ProcessedEntities = new(); /// /// This integer tracks how much of this explosion has been processed. /// public int CurrentIteration { get; private set; } = 0; public readonly ExplosionPrototype ExplosionType; public readonly MapCoordinates Epicenter; private readonly Matrix3 _spaceMatrix; private readonly Matrix3 _invSpaceMatrix; private readonly List _explosionData = new(); private readonly List _tileSetIntensity; public bool FinishedProcessing; // shitty enumerator implementation private DamageSpecifier _currentDamage = default!; private EntityLookupComponent _currentLookup = default!; private IMapGrid? _currentGrid; private float _currentIntensity; private float _currentThrowForce; private List.Enumerator _currentEnumerator; private int _currentDataIndex; private Dictionary> _tileUpdateDict = new(); private EntityQuery _xformQuery; private EntityQuery _physicsQuery; private EntityQuery _damageQuery; private EntityQuery _metaQuery; public int Area; private readonly ExplosionSystem _system; public Explosion(ExplosionSystem system, ExplosionPrototype explosionType, SpaceExplosion? spaceData, List gridData, List tileSetIntensity, MapCoordinates epicenter, Matrix3 spaceMatrix, int area, IEntityManager entMan, IMapManager mapMan) { _system = system; ExplosionType = explosionType; _tileSetIntensity = tileSetIntensity; Epicenter = epicenter; Area = area; _xformQuery = entMan.GetEntityQuery(); _physicsQuery = entMan.GetEntityQuery(); _damageQuery = entMan.GetEntityQuery(); _metaQuery = entMan.GetEntityQuery(); if (spaceData != null) { var mapUid = mapMan.GetMapEntityId(epicenter.MapId); _explosionData.Add(new() { TileLists = spaceData.TileLists, Lookup = entMan.GetComponent(mapUid), MapGrid = null }); _spaceMatrix = spaceMatrix; _invSpaceMatrix = Matrix3.Invert(spaceMatrix); } foreach (var grid in gridData) { _explosionData.Add(new() { TileLists = grid.TileLists, Lookup = entMan.GetComponent(grid.Grid.GridEntityId), MapGrid = grid.Grid }); } if (TryGetNextTileEnumerator()) MoveNext(); } private bool TryGetNextTileEnumerator() { while (CurrentIteration < _tileSetIntensity.Count) { _currentIntensity = _tileSetIntensity[CurrentIteration]; _currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity; // only throw if either the explosion is small, or if this is the outer ring of a large explosion. var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6; _currentThrowForce = doThrow ? 10 * MathF.Sqrt(_currentIntensity) : 0; // for each grid/space tile set while (_currentDataIndex < _explosionData.Count) { // try get any tile hash-set corresponding to this intensity var tileSets = _explosionData[_currentDataIndex].TileLists; if (!tileSets.TryGetValue(CurrentIteration, out var tileList)) { _currentDataIndex++; continue; } _currentEnumerator = tileList.GetEnumerator(); _currentLookup = _explosionData[_currentDataIndex].Lookup; _currentGrid = _explosionData[_currentDataIndex].MapGrid; _currentDataIndex++; return true; } // this explosion intensity has been fully processed, move to the next one CurrentIteration++; _currentDataIndex = 0; } // no more explosion data to process FinishedProcessing = true; return false; } private bool MoveNext() { if (FinishedProcessing) return false; while (!FinishedProcessing) { if (_currentEnumerator.MoveNext()) return true; else TryGetNextTileEnumerator(); } return false; } public int Process(int processingTarget) { // In case the explosion terminated early last tick due to exceeding the allocated processing time, use this // time to update the tiles. SetTiles(); int processed; for (processed = 0; processed < processingTarget; processed++) { if (processed % ExplosionSystem.TileCheckIteration == 0 && _system.Stopwatch.Elapsed.TotalMilliseconds > _system.MaxProcessingTime) { break; } if (_currentGrid != null && _currentGrid.TryGetTileRef(_currentEnumerator.Current, out var tileRef) && !tileRef.Tile.IsEmpty) { if (!_tileUpdateDict.TryGetValue(_currentGrid, out var tileUpdateList)) { tileUpdateList = new(); _tileUpdateDict[_currentGrid] = tileUpdateList; } var canDamageFloor = _system.ExplodeTile(_currentLookup, _currentGrid, _currentEnumerator.Current, _currentThrowForce, _currentDamage, Epicenter, ProcessedEntities, ExplosionType.ID, _xformQuery, _damageQuery, _physicsQuery, _metaQuery); // was there a blocking entity on the tile that was not destroyed by the explosion? if (canDamageFloor) _system.DamageFloorTile(tileRef, _currentIntensity, tileUpdateList, ExplosionType); } else { _system.ExplodeSpace(_currentLookup, _spaceMatrix, _invSpaceMatrix, _currentEnumerator.Current, _currentThrowForce, _currentDamage, Epicenter, ProcessedEntities, ExplosionType.ID, _xformQuery, _damageQuery, _physicsQuery, _metaQuery); } if (!MoveNext()) break; } SetTiles(); return processed; } private void SetTiles() { if (!_system.IncrementalTileBreaking && !FinishedProcessing) return; foreach (var (grid, list) in _tileUpdateDict) { if (list.Count > 0) { grid.SetTiles(list); } } _tileUpdateDict.Clear(); } }