Files
tbd-station-14/Content.Server/Explosions/ExplosionHelper.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

329 lines
14 KiB
C#

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