Files
tbd-station-14/Content.Server/Explosion/EntitySystems/SpaceExplosion.cs
Moony 4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00

158 lines
5.6 KiB
C#

using Content.Shared.Atmos;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
internal sealed class SpaceExplosion : TileExplosion
{
/// <summary>
/// The keys of this dictionary correspond to space tiles that intersect a grid. The values have information
/// about what grid (which could be more than one), and in what directions the space-based explosion is allowed
/// to propagate from this tile.
/// </summary>
private Dictionary<Vector2i, GridBlockData> _gridBlockMap;
/// <summary>
/// After every iteration, this data set will store all the grid-tiles that were reached as a result of the
/// explosion expanding in space.
/// </summary>
internal Dictionary<GridId, HashSet<Vector2i>> GridJump = new();
internal SpaceExplosion(ExplosionSystem system, MapId targetMap, GridId? referenceGrid, List<GridId> localGrids)
{
(_gridBlockMap, var tileSize) = system.TransformGridEdges(targetMap, referenceGrid, localGrids);
system.GetUnblockedDirections(_gridBlockMap, tileSize);
}
internal int AddNewTiles(int iteration, HashSet<Vector2i> inputSpaceTiles)
{
NewTiles = new();
NewBlockedTiles = new();
NewFreedTiles = new();
GridJump = new();
// Adjacent tiles
if (TileLists.TryGetValue(iteration - 2, out var adjacent))
AddNewAdjacentTiles(iteration, adjacent);
if (FreedTileLists.TryGetValue((iteration - 2) % 3, out var delayedAdjacent))
AddNewAdjacentTiles(iteration, delayedAdjacent);
// Diagonal tiles
if (TileLists.TryGetValue(iteration - 3, out var diagonal))
AddNewDiagonalTiles(iteration, diagonal);
if (FreedTileLists.TryGetValue((iteration - 3) % 3, out var delayedDiagonal))
AddNewDiagonalTiles(iteration, delayedDiagonal);
// Tiles entering space from some grid.
foreach (var tile in inputSpaceTiles)
{
ProcessNewTile(iteration, tile, AtmosDirection.All);
}
// Store new tiles
if (NewTiles.Count != 0)
TileLists[iteration] = NewTiles;
if (NewBlockedTiles.Count != 0)
BlockedTileLists[iteration] = NewBlockedTiles;
FreedTileLists[iteration % 3] = NewFreedTiles;
// return new tile count
return NewTiles.Count + NewBlockedTiles.Count;
}
private void JumpToGrid(GridBlockData blocker)
{
foreach (var edge in blocker.BlockingGridEdges)
{
if (edge.Grid == null) continue;
if (!GridJump.TryGetValue(edge.Grid.Value, out var set))
{
set = new();
GridJump[edge.Grid.Value] = set;
}
set.Add(edge.Tile);
}
}
private void AddNewAdjacentTiles(int iteration, IEnumerable<Vector2i> tiles)
{
foreach (var tile in tiles)
{
var unblockedDirections = GetUnblockedDirectionOrAll(tile);
if (unblockedDirections == AtmosDirection.Invalid)
continue;
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if (!unblockedDirections.IsFlagSet(direction))
continue; // explosion cannot propagate in this direction. Ever.
ProcessNewTile(iteration, tile.Offset(direction), direction.GetOpposite());
}
}
}
internal override void InitTile(Vector2i initialTile)
{
base.InitTile(initialTile);
// It might be the case that the initial space-explosion tile actually overlaps on a grid. In that case we
// need to manually add it to the `spaceToGridTiles` dictionary. This would normally be done automatically
// during the neighbor finding steps.
if (_gridBlockMap.TryGetValue(initialTile, out var blocker))
JumpToGrid(blocker);
}
protected override void ProcessNewTile(int iteration, Vector2i tile, AtmosDirection entryDirection)
{
if (!_gridBlockMap.TryGetValue(tile, out var blocker))
{
// this tile does not intersect any grids. Add it (if its new) and continue.
if (ProcessedTiles.Add(tile))
NewTiles.Add(tile);
return;
}
// Is the entry to this tile blocked?
if ((blocker.UnblockedDirections & entryDirection) == 0)
{
// was this tile already entered from some other direction?
if (EnteredBlockedTiles.Contains(tile))
return;
// Did the explosion already attempt to enter this tile from some other direction?
if (!UnenteredBlockedTiles.Add(tile))
return;
// First time the explosion is reaching this tile.
NewBlockedTiles.Add(tile);
JumpToGrid(blocker);
}
// Was this tile already entered?
if (!EnteredBlockedTiles.Add(tile))
return;
// Did the explosion already attempt to enter this tile from some other direction?
if (UnenteredBlockedTiles.Contains(tile))
{
NewFreedTiles.Add(tile);
return;
}
// This is a completely new tile, and we just so happened to enter it from an unblocked direction.
NewTiles.Add(tile);
JumpToGrid(blocker);
}
protected override AtmosDirection GetUnblockedDirectionOrAll(Vector2i tile)
{
return _gridBlockMap.TryGetValue(tile, out var blocker) ? blocker.UnblockedDirections : AtmosDirection.All;
}
}