* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
192 lines
7.5 KiB
C#
192 lines
7.5 KiB
C#
using Content.Shared.Atmos;
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using System.Runtime.CompilerServices;
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namespace Content.Server.Explosion.EntitySystems;
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/// <summary>
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/// This is the base class for <see cref="SpaceExplosion"/> and <see cref="GridExplosion"/>. It just exists to avoid some code duplication, because those classes are generally quite distinct.
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/// </summary>
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public abstract class TileExplosion
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{
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// Main tile data sets, mapping iterations onto tile lists
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public Dictionary<int, List<Vector2i>> TileLists = new();
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protected Dictionary<int, List<Vector2i>> BlockedTileLists = new();
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protected Dictionary<int, HashSet<Vector2i>> FreedTileLists = new();
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// The new tile lists added each iteration. I **could** just pass these along to every function, but IMO it is more
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// readable if they are just private variables.
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protected List<Vector2i> NewTiles = default!;
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protected List<Vector2i> NewBlockedTiles = default!;
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protected HashSet<Vector2i> NewFreedTiles = default!;
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// HashSets used to ensure uniqueness of tiles. Prevents the explosion from looping back in on itself.
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protected UniqueVector2iSet ProcessedTiles = new();
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protected UniqueVector2iSet UnenteredBlockedTiles = new();
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protected UniqueVector2iSet EnteredBlockedTiles = new();
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public abstract void InitTile(Vector2i initialTile);
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protected abstract void ProcessNewTile(int iteration, Vector2i tile, AtmosDirection entryDirections);
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protected abstract AtmosDirection GetUnblockedDirectionOrAll(Vector2i tile);
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protected void AddNewDiagonalTiles(int iteration, IEnumerable<Vector2i> tiles, bool ignoreLocalBlocker = false)
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{
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AtmosDirection entryDirection = AtmosDirection.Invalid;
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foreach (var tile in tiles)
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{
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var freeDirections = ignoreLocalBlocker ? AtmosDirection.All : GetUnblockedDirectionOrAll(tile);
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// Get the free directions of the directly adjacent tiles
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var freeDirectionsN = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.North));
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var freeDirectionsE = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.East));
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var freeDirectionsS = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.South));
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var freeDirectionsW = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.West));
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// North East
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if (freeDirections.IsFlagSet(AtmosDirection.North) && freeDirectionsN.IsFlagSet(AtmosDirection.SouthEast))
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entryDirection |= AtmosDirection.West;
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if (freeDirections.IsFlagSet(AtmosDirection.East) && freeDirectionsE.IsFlagSet(AtmosDirection.NorthWest))
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entryDirection |= AtmosDirection.South;
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if (entryDirection != AtmosDirection.Invalid)
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{
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ProcessNewTile(iteration, tile + (1, 1), entryDirection);
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entryDirection = AtmosDirection.Invalid;
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}
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// North West
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if (freeDirections.IsFlagSet(AtmosDirection.North) && freeDirectionsN.IsFlagSet(AtmosDirection.SouthWest))
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entryDirection |= AtmosDirection.East;
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if (freeDirections.IsFlagSet(AtmosDirection.West) && freeDirectionsW.IsFlagSet(AtmosDirection.NorthEast))
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entryDirection |= AtmosDirection.West;
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if (entryDirection != AtmosDirection.Invalid)
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{
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ProcessNewTile(iteration, tile + (-1, 1), entryDirection);
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entryDirection = AtmosDirection.Invalid;
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}
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// South East
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if (freeDirections.IsFlagSet(AtmosDirection.South) && freeDirectionsS.IsFlagSet(AtmosDirection.NorthEast))
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entryDirection |= AtmosDirection.West;
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if (freeDirections.IsFlagSet(AtmosDirection.East) && freeDirectionsE.IsFlagSet(AtmosDirection.SouthWest))
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entryDirection |= AtmosDirection.North;
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if (entryDirection != AtmosDirection.Invalid)
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{
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ProcessNewTile(iteration, tile + (1, -1), entryDirection);
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entryDirection = AtmosDirection.Invalid;
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}
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// South West
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if (freeDirections.IsFlagSet(AtmosDirection.South) && freeDirectionsS.IsFlagSet(AtmosDirection.NorthWest))
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entryDirection |= AtmosDirection.West;
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if (freeDirections.IsFlagSet(AtmosDirection.West) && freeDirectionsW.IsFlagSet(AtmosDirection.SouthEast))
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entryDirection |= AtmosDirection.North;
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if (entryDirection != AtmosDirection.Invalid)
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{
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ProcessNewTile(iteration, tile + (-1, -1), entryDirection);
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entryDirection = AtmosDirection.Invalid;
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}
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}
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}
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/// <summary>
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/// Merge all tile lists into a single output tile list.
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/// </summary>
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public void CleanUp()
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{
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foreach (var (iteration, blocked) in BlockedTileLists)
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{
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if (TileLists.TryGetValue(iteration, out var tiles))
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tiles.AddRange(blocked);
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else
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TileLists[iteration] = blocked;
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}
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}
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}
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/// <summary>
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/// This is a data structure can be used to ensure the uniqueness of Vector2i indices.
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/// </summary>
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/// <remarks>
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/// This basically exists to replace the use of HashSet<Vector2i> if all you need is the the functions Contains()
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/// and Add(). This is both faster and apparently allocates less. Does not support iterating over contents
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/// </remarks>
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public sealed class UniqueVector2iSet
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{
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private const int ChunkSize = 32; // # of bits in an integer.
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private Dictionary<Vector2i, VectorChunk> _chunks = new();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector2i ToChunkIndices(Vector2i indices)
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{
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var x = (int) Math.Floor(indices.X / (float) ChunkSize);
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var y = (int) Math.Floor(indices.Y / (float) ChunkSize);
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return new Vector2i(x, y);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Add(Vector2i index)
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{
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var chunkIndex = ToChunkIndices(index);
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if (_chunks.TryGetValue(chunkIndex, out var chunk))
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{
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return chunk.Add(index);
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}
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chunk = new();
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chunk.Add(index);
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_chunks[chunkIndex] = chunk;
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Contains(Vector2i index)
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{
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if (!_chunks.TryGetValue(ToChunkIndices(index), out var chunk))
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return false;
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return chunk.Contains(index);
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}
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private sealed class VectorChunk
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{
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// 32*32 chunk represented via 32 ints with 32 bits each. Basic testing showed that this was faster than using
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// 16-sized chunks with ushorts, a bool[,], or just having each chunk be a HashSet.
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private readonly int[] _tiles = new int[ChunkSize];
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Add(Vector2i index)
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{
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var x = MathHelper.Mod(index.X, ChunkSize);
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var y = MathHelper.Mod(index.Y, ChunkSize);
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var oldFlags = _tiles[x];
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var newFlags = oldFlags | (1 << y);
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if (newFlags == oldFlags)
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return false;
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_tiles[x] = newFlags;
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Contains(Vector2i index)
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{
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var x = MathHelper.Mod(index.X, ChunkSize);
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var y = MathHelper.Mod(index.Y, ChunkSize);
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return (_tiles[x] & (1 << y)) != 0;
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}
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}
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}
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