using System.Linq; using Content.Shared.Damage; using Content.Shared.Explosion; using Content.Shared.Maps; using Content.Shared.Physics; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Random; using Robust.Shared.Timing; 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; private void OnMapChanged(MapChangedEvent ev) { // If a map was deleted, check the explosion currently being processed belongs to that map. if (ev.Created) return; if (_activeExplosion?.Epicenter.MapId != ev.Map) return; _activeExplosion = null; _nodeGroupSystem.PauseUpdating = false; _pathfindingSystem.PauseUpdating = false; } /// /// 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.PauseUpdating = true; _pathfindingSystem.PauseUpdating = 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? #if EXCEPTION_TOLERANCE try { #endif var processed = _activeExplosion.Process(tilesRemaining); tilesRemaining -= processed; // has the explosion finished processing? if (_activeExplosion.FinishedProcessing) _activeExplosion = null; #if EXCEPTION_TOLERANCE } catch (Exception e) { // Ensure the system does not get stuck in an error-loop. _activeExplosion = null; RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue)); _nodeGroupSystem.PauseUpdating = false; _pathfindingSystem.PauseUpdating = false; throw; } #endif } 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.PauseUpdating = false; _pathfindingSystem.PauseUpdating = 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(BroadphaseComponent lookup, MapGridComponent grid, Vector2i tile, float throwForce, DamageSpecifier damage, MapCoordinates epicenter, HashSet processed, string id, EntityQuery xformQuery, EntityQuery damageQuery, EntityQuery physicsQuery, LookupFlags flags) { 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 list = new(); var state = (list, processed, xformQuery); // get entities: lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); lookup.StaticSundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); // process those entities foreach (var xform in list) { ProcessEntity(xform.Owner, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform); } // process anchored entities var tileBlocked = false; var anchoredList = grid.GetAnchoredEntities(tile).ToList(); foreach (var entity in anchoredList) { processed.Add(entity); ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery); } // Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for // the purposes of destroying floors. Again, ideally the process of damaging an entity should somehow return // information about the entities that were spawned as a result, but without that information we just have to // re-check for new anchored entities. Compared to entity spawning & deleting, this should still be relatively minor. if (anchoredList.Count > 0) { foreach (var entity in grid.GetAnchoredEntities(tile)) { 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(); lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true); foreach (var 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(xform.Owner, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform); } return !tileBlocked; } private bool GridQueryCallback( ref (List List, HashSet Processed, EntityQuery XformQuery) state, in EntityUid uid) { if (state.Processed.Add(uid) && state.XformQuery.TryGetComponent(uid, out var xform)) state.List.Add(xform); return true; } private bool GridQueryCallback( ref (List List, HashSet Processed, EntityQuery XformQuery) state, in FixtureProxy proxy) { var owner = proxy.Fixture.Body.Owner; return GridQueryCallback(ref state, in owner); } /// /// Same as , but for SPAAAAAAACE. /// internal void ExplodeSpace(BroadphaseComponent lookup, Matrix3 spaceMatrix, Matrix3 invSpaceMatrix, Vector2i tile, float throwForce, DamageSpecifier damage, MapCoordinates epicenter, HashSet processed, string id, EntityQuery xformQuery, EntityQuery damageQuery, EntityQuery physicsQuery, LookupFlags flags) { var gridBox = Box2.FromDimensions(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize)); var worldBox = spaceMatrix.TransformBox(gridBox); var list = new List(); var state = (list, processed, invSpaceMatrix, lookup.Owner, xformQuery, gridBox); // get entities: lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); lookup.StaticSundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); foreach (var xform in state.Item1) { processed.Add(xform.Owner); ProcessEntity(xform.Owner, 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(); lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true); foreach (var xform in list) { ProcessEntity(xform.Owner, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform); } } private bool SpaceQueryCallback( ref (List List, HashSet Processed, Matrix3 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery XformQuery, Box2 GridBox) state, in EntityUid uid) { if (state.Processed.Contains(uid)) return true; var xform = state.XformQuery.GetComponent(uid); if (xform.ParentUid == state.LookupOwner) { // parented directly to the map, use local position if (state.GridBox.Contains(state.InvSpaceMatrix.Transform(xform.LocalPosition))) state.List.Add(xform); return true; } // finally check if it intersects our tile if (state.GridBox.Contains(state.InvSpaceMatrix.Transform(_transformSystem.GetWorldPosition(xform, state.XformQuery)))) state.List.Add(xform); return true; } private bool SpaceQueryCallback( ref (List List, HashSet Processed, Matrix3 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery XformQuery, Box2 GridBox) state, in FixtureProxy proxy) { var owner = proxy.Fixture.Body.Owner; return SpaceQueryCallback(ref state, in owner); } /// /// 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); ev.DamageCoefficient = Math.Max(0, ev.DamageCoefficient); //todo need a way to track origin of explosion if (ev.DamageCoefficient == 1) { // no damage-dict multiplication required. _damageableSystem.TryChangeDamage(uid, damage, ignoreResistances: true, damageable: damageable); } else { _damageableSystem.TryChangeDamage(uid, damage * ev.DamageCoefficient, 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 effectiveIntensity, int maxTileBreak, bool canCreateVacuum, List<(Vector2i GridIndices, Tile Tile)> damagedTiles, ExplosionPrototype type) { if (_tileDefinitionManager[tileRef.Tile.TypeId] is not ContentTileDefinition tileDef) return; if (tileDef.IsSpace) canCreateVacuum = true; // is already a vacuum. int tileBreakages = 0; while (maxTileBreak > tileBreakages && _robustRandom.Prob(type.TileBreakChance(effectiveIntensity))) { tileBreakages++; effectiveIntensity -= type.TileBreakRerollReduction; // does this have a base-turf that we can break it down to? if (tileDef.BaseTurfs.Count == 0) break; if (_tileDefinitionManager[tileDef.BaseTurfs[^1]] is not ContentTileDefinition newDef) break; if (newDef.IsSpace && !canCreateVacuum) break; tileDef = newDef; } 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 with some utility functions for /// iterating over the tiles, along with the ability to keep track of what entities have already been damaged by /// this explosion. /// sealed class Explosion { /// /// For every grid (+ space) that the explosion reached, this data struct stores information about the tiles and /// caches the entity-lookup component so that it doesn't have to be re-fetched for every tile. /// struct ExplosionData { /// /// The tiles that the explosion damaged, grouped by the iteration (can be thought of as the distance from the epicenter) /// public Dictionary> TileLists; /// /// Lookup component for this grid (or space/map). /// public BroadphaseComponent Lookup; /// /// The actual grid that this corresponds to. If null, this implies space. /// public MapGridComponent? MapGrid; } private readonly List _explosionData = new(); /// /// The explosion intensity associated with each tile iteration. /// private readonly List _tileSetIntensity; /// /// 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; /// /// The prototype for this explosion. Determines tile break chance, damage, etc. /// public readonly ExplosionPrototype ExplosionType; /// /// The center of the explosion. Used for physics throwing. Also used to identify the map on which the explosion is happening. /// public readonly MapCoordinates Epicenter; /// /// The matrix that defines the reference frame for the explosion in space. /// private readonly Matrix3 _spaceMatrix; /// /// Inverse of /// private readonly Matrix3 _invSpaceMatrix; /// /// Have all the tiles on all the grids been processed? /// public bool FinishedProcessing; // Variables used for enumerating over tiles, grids, etc private DamageSpecifier _currentDamage = default!; private BroadphaseComponent _currentLookup = default!; private MapGridComponent? _currentGrid; private float _currentIntensity; private float _currentThrowForce; private List.Enumerator _currentEnumerator; private int _currentDataIndex; /// /// The set of tiles that need to be updated when the explosion has finished processing. Used to avoid having /// the explosion trigger chunk regeneration & shuttle-system processing every tick. /// private readonly Dictionary> _tileUpdateDict = new(); // Entity Queries private readonly EntityQuery _xformQuery; private readonly EntityQuery _physicsQuery; private readonly EntityQuery _damageQuery; /// /// Total area that the explosion covers. /// public readonly int Area; private readonly LookupFlags _flags = LookupFlags.None; /// /// factor used to scale the tile break chances. /// private readonly float _tileBreakScale; /// /// Maximum number of times that an explosion will break a single tile. /// private readonly int _maxTileBreak; /// /// Whether this explosion can turn non-vacuum tiles into vacuum-tiles. /// private readonly bool _canCreateVacuum; private readonly IEntityManager _entMan; private readonly ExplosionSystem _system; /// /// Initialize a new instance for processing /// public Explosion(ExplosionSystem system, ExplosionPrototype explosionType, ExplosionSpaceTileFlood? spaceData, List gridData, List tileSetIntensity, MapCoordinates epicenter, Matrix3 spaceMatrix, int area, float tileBreakScale, int maxTileBreak, bool canCreateVacuum, IEntityManager entMan, IMapManager mapMan) { _system = system; ExplosionType = explosionType; _tileSetIntensity = tileSetIntensity; Epicenter = epicenter; Area = area; _tileBreakScale = tileBreakScale; _maxTileBreak = maxTileBreak; _canCreateVacuum = canCreateVacuum; _entMan = entMan; // yeah this should be a cvar, but this is only temporary anyways // see lookup todo if (Area > 100) _flags |= LookupFlags.Approximate; _xformQuery = entMan.GetEntityQuery(); _physicsQuery = entMan.GetEntityQuery(); _damageQuery = 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.Owner), MapGrid = grid.Grid }); } if (TryGetNextTileEnumerator()) MoveNext(); } /// /// Find the next tile-enumerator. This either means retrieving a set of tiles on the next grid, or incrementing /// the tile iteration by one and moving back to the first grid. This will also update the current damage, current entity-lookup, etc. /// 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++; // sanity checks, in case something changed while the explosion was being processed over several ticks. if (_currentLookup.Deleted || _currentGrid != null && !_entMan.EntityExists(_currentGrid.GridEntityId)) continue; return true; } // All the tiles belonging to this explosion iteration have been processed. Move onto the next iteration and // reset the grid counter. CurrentIteration++; _currentDataIndex = 0; } // No more explosion tiles to process FinishedProcessing = true; return false; } /// /// Get the next tile that needs processing /// private bool MoveNext() { if (FinishedProcessing) return false; while (!FinishedProcessing) { if (_currentEnumerator.MoveNext()) return true; else TryGetNextTileEnumerator(); } return false; } /// /// Attempt to process (i.e., damage entities) some number of grid tiles. /// 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; } // Is the current tile on a grid (instead of in space)? 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; } // damage entities on the tile. Also figures out whether there are any solid entities blocking the floor // from being destroyed. var canDamageFloor = _system.ExplodeTile(_currentLookup, _currentGrid, _currentEnumerator.Current, _currentThrowForce, _currentDamage, Epicenter, ProcessedEntities, ExplosionType.ID, _xformQuery, _damageQuery, _physicsQuery, _flags); // If the floor is not blocked by some dense object, damage the floor tiles. if (canDamageFloor) _system.DamageFloorTile(tileRef, _currentIntensity * _tileBreakScale, _maxTileBreak, _canCreateVacuum, tileUpdateList, ExplosionType); } else { // The current "tile" is in space. Damage any entities in that region _system.ExplodeSpace(_currentLookup, _spaceMatrix, _invSpaceMatrix, _currentEnumerator.Current, _currentThrowForce, _currentDamage, Epicenter, ProcessedEntities, ExplosionType.ID, _xformQuery, _damageQuery, _physicsQuery, _flags); } if (!MoveNext()) break; } // Update damaged/broken tiles on the grid. SetTiles(); return processed; } private void SetTiles() { // Updating the grid can result in chunk collision regeneration & slow processing by the shuttle system. // Therefore, tile breaking may be configure to only happen at the end of an explosion, rather than during every // tick. if (!_system.IncrementalTileBreaking && !FinishedProcessing) return; foreach (var (grid, list) in _tileUpdateDict) { if (list.Count > 0 && _entMan.EntityExists(grid.GridEntityId)) { grid.SetTiles(list); } } _tileUpdateDict.Clear(); } }