Files
tbd-station-14/Content.Server/Singularity/EntitySystems/SingularitySystem.cs
Leon Friedrich 8fb48a09ef Improve singularity shader (#7647)
* Working example

* vector arrays

* simplify math

* max distance

* max distance

* PVS override

* rename count
2022-04-28 22:43:16 +10:00

263 lines
10 KiB
C#

using System.Collections.Generic;
using Content.Server.Ghost.Components;
using Content.Server.Singularity.Components;
using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Server.GameStates;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Singularity.EntitySystems
{
[UsedImplicitly]
public sealed class SingularitySystem : SharedSingularitySystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly PVSOverrideSystem _pvs = default!;
/// <summary>
/// How much energy the singulo gains from destroying a tile.
/// </summary>
private const int TileEnergyGain = 1;
private const float GravityCooldown = 0.5f;
private float _gravityAccumulator;
private int _updateInterval = 1;
private float _accumulator;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ServerSingularityComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<SingularityDistortionComponent, ComponentStartup>(OnDistortionStartup);
}
private void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent component, ComponentStartup args)
{
// to avoid distortion overlay pop-in, entities with distortion ignore PVS. Really this should probably be a
// PVS range-override, but this is good enough for now.
_pvs.AddGlobalOverride(uid);
}
protected override bool PreventCollide(EntityUid uid, SharedSingularityComponent component, PreventCollideEvent args)
{
if (base.PreventCollide(uid, component, args)) return true;
var otherUid = args.BodyB.Owner;
if (args.Cancelled) return true;
// If it's not cancelled then we'll cancel if we can't immediately destroy it on collision
if (!CanDestroy(component, otherUid))
args.Cancel();
return true;
}
private void OnCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
{
if (args.OurFixture.ID != "DeleteCircle") return;
// This handles bouncing off of containment walls.
// If you want the delete behavior we do it under DeleteEntities for reasons (not everything has physics).
// If we're being deleted by another singularity, this call is probably for that singularity.
// Even if not, just don't bother.
if (component.BeingDeletedByAnotherSingularity)
return;
var otherUid = args.OtherFixture.Body.Owner;
// HandleDestroy will also check CanDestroy for us
HandleDestroy(component, otherUid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_gravityAccumulator += frameTime;
_accumulator += frameTime;
while (_accumulator > _updateInterval)
{
_accumulator -= _updateInterval;
foreach (var singularity in EntityManager.EntityQuery<ServerSingularityComponent>())
{
singularity.Energy -= singularity.EnergyDrain;
}
}
while (_gravityAccumulator > GravityCooldown)
{
_gravityAccumulator -= GravityCooldown;
foreach (var (singularity, xform) in EntityManager.EntityQuery<ServerSingularityComponent, TransformComponent>())
{
Update(singularity, xform, GravityCooldown);
}
}
}
private void Update(ServerSingularityComponent component, TransformComponent xform, float frameTime)
{
if (component.BeingDeletedByAnotherSingularity) return;
var worldPos = xform.WorldPosition;
DestroyEntities(component, xform, worldPos);
DestroyTiles(component, xform, worldPos);
PullEntities(component, xform, worldPos, frameTime);
}
private float PullRange(ServerSingularityComponent component)
{
// Level 6 is normally 15 range but that's yuge.
return 2 + component.Level * 2;
}
private float DestroyTileRange(ServerSingularityComponent component)
{
return component.Level - 0.5f;
}
private bool CanDestroy(SharedSingularityComponent component, EntityUid entity)
{
return entity != component.Owner &&
!EntityManager.HasComponent<IMapGridComponent>(entity) &&
!EntityManager.HasComponent<GhostComponent>(entity) &&
(component.Level > 4 ||
!EntityManager.HasComponent<ContainmentFieldComponent>(entity) &&
!EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(entity));
}
private void HandleDestroy(ServerSingularityComponent component, EntityUid entity)
{
// TODO: Need singuloimmune tag
if (!CanDestroy(component, entity)) return;
// Singularity priority management / etc.
if (EntityManager.TryGetComponent<ServerSingularityComponent?>(entity, out var otherSingulo))
{
// MERGE
if (!otherSingulo.BeingDeletedByAnotherSingularity)
{
component.Energy += otherSingulo.Energy;
}
otherSingulo.BeingDeletedByAnotherSingularity = true;
}
if (EntityManager.TryGetComponent<SinguloFoodComponent?>(entity, out var singuloFood))
component.Energy += singuloFood.Energy;
else
component.Energy++;
EntityManager.QueueDeleteEntity(entity);
}
/// <summary>
/// Handle deleting entities and increasing energy
/// </summary>
private void DestroyEntities(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos)
{
// The reason we don't /just/ use collision is because we'll be deleting stuff that may not necessarily have physics (e.g. carpets).
var destroyRange = DestroyTileRange(component);
foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, worldPos, destroyRange))
{
HandleDestroy(component, entity);
}
}
private bool CanPull(EntityUid entity)
{
return !(EntityManager.HasComponent<GhostComponent>(entity) ||
EntityManager.HasComponent<IMapGridComponent>(entity) ||
EntityManager.HasComponent<MapComponent>(entity) ||
EntityManager.HasComponent<ServerSingularityComponent>(entity) ||
_container.IsEntityInContainer(entity));
}
/// <summary>
/// Pull dynamic bodies in range to the singulo.
/// </summary>
private void PullEntities(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos, float frameTime)
{
// TODO: When we split up dynamic and static trees we might be able to make items always on the broadphase
// in which case we can just query dynamictree directly for brrt
var pullRange = PullRange(component);
var destroyRange = DestroyTileRange(component);
foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, worldPos, pullRange))
{
// I tried having it so level 6 can de-anchor. BAD IDEA, MASSIVE LAG.
if (entity == component.Owner ||
!TryComp<PhysicsComponent?>(entity, out var collidableComponent) ||
collidableComponent.BodyType == BodyType.Static) continue;
if (!CanPull(entity)) continue;
var vec = worldPos - Transform(entity).WorldPosition;
if (vec.Length < destroyRange - 0.01f) continue;
var speed = vec.Length * component.Level * collidableComponent.Mass * 100f;
// Because tile friction is so high we'll just multiply by mass so stuff like closets can even move.
collidableComponent.ApplyLinearImpulse(vec.Normalized * speed * frameTime);
}
}
/// <summary>
/// Destroy any grid tiles within the relevant Level range.
/// </summary>
private void DestroyTiles(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos)
{
var radius = DestroyTileRange(component);
var circle = new Circle(worldPos, radius);
var box = new Box2(worldPos - radius, worldPos + radius);
foreach (var grid in _mapManager.FindGridsIntersecting(xform.MapID, box))
{
// Bundle these together so we can use the faster helper to set tiles.
var toDestroy = new List<(Vector2i, Tile)>();
foreach (var tile in grid.GetTilesIntersecting(circle))
{
if (tile.Tile.IsEmpty) continue;
// Avoid ripping up tiles that may be essential to containment
if (component.Level < 5)
{
var canDelete = true;
foreach (var ent in grid.GetAnchoredEntities(tile.GridIndices))
{
if (EntityManager.HasComponent<ContainmentFieldComponent>(ent) ||
EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(ent))
{
canDelete = false;
break;
}
}
if (!canDelete) continue;
}
toDestroy.Add((tile.GridIndices, Tile.Empty));
}
component.Energy += TileEnergyGain * toDestroy.Count;
grid.SetTiles(toDestroy);
}
}
}
}