Files
tbd-station-14/Content.Server/Explosion/EntitySystems/ExplosionSystem.Airtight.cs
2022-10-11 11:55:53 +11:00

181 lines
7.7 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Destructible;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Explosion;
using Content.Shared.FixedPoint;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
private readonly Dictionary<string, int> _explosionTypes = new();
private void InitAirtightMap()
{
// Currently explosion prototype hot-reload isn't supported, as it would involve completely re-computing the
// airtight map. Could be done, just not yet implemented.
// for storing airtight entity damage thresholds for all anchored airtight entities, we will use integers in
// place of id-strings. This initializes the string <--> id association.
// This allows us to replace a Dictionary<string, float> with just a float[].
int index = 0;
foreach (var prototype in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
{
_explosionTypes.Add(prototype.ID, index);
index++;
}
}
// The explosion intensity required to break an entity depends on the explosion type. So it is stored in a
// Dictionary<string, float>
//
// Hence, each tile has a tuple (Dictionary<string, float>, AtmosDirection). This specifies what directions are
// blocked, and how intense a given explosion type needs to be in order to destroy ALL airtight entities on that
// tile. This is the TileData struct.
//
// We then need this data for every tile on a grid. So this mess of a variable maps the Grid ID and Vector2i grid
// indices to this tile-data struct.
private Dictionary<EntityUid, Dictionary<Vector2i, TileData>> _airtightMap = new();
public void UpdateAirtightMap(EntityUid gridId, Vector2i tile, EntityQuery<AirtightComponent>? query = null)
{
if (_mapManager.TryGetGrid(gridId, out var grid))
UpdateAirtightMap(grid, tile, query);
}
/// <summary>
/// Update the map of explosion blockers.
/// </summary>
/// <remarks>
/// Gets a list of all airtight entities on a tile. Assembles a <see cref="AtmosDirection"/> that specifies
/// what directions are blocked, along with the largest explosion tolerance. Note that as we only keep track
/// of the largest tolerance, this means that the explosion map will actually be inaccurate if you have
/// something like a normal and a reinforced windoor on the same tile. But given that this is a pretty rare
/// occurrence, I am fine with this.
/// </remarks>
public void UpdateAirtightMap(IMapGrid grid, Vector2i tile, EntityQuery<AirtightComponent>? query = null)
{
var tolerance = new float[_explosionTypes.Count];
var blockedDirections = AtmosDirection.Invalid;
if (!_airtightMap.ContainsKey(grid.GridEntityId))
_airtightMap[grid.GridEntityId] = new();
query ??= EntityManager.GetEntityQuery<AirtightComponent>();
var damageQuery = EntityManager.GetEntityQuery<DamageableComponent>();
var destructibleQuery = EntityManager.GetEntityQuery<DestructibleComponent>();
foreach (var uid in grid.GetAnchoredEntities(tile))
{
if (!query.Value.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
continue;
blockedDirections |= airtight.AirBlockedDirection;
var entityTolerances = GetExplosionTolerance(uid, damageQuery, destructibleQuery);
for (var i = 0; i < tolerance.Length; i++)
{
tolerance[i] = Math.Max(tolerance[i], entityTolerances[i]);
}
}
if (blockedDirections != AtmosDirection.Invalid)
_airtightMap[grid.GridEntityId][tile] = new(tolerance, blockedDirections);
else
_airtightMap[grid.GridEntityId].Remove(tile);
}
/// <summary>
/// On receiving damage, re-evaluate how much explosion damage is needed to destroy an airtight entity.
/// </summary>
private void OnAirtightDamaged(EntityUid uid, AirtightComponent airtight, DamageChangedEvent args)
{
// do we need to update our explosion blocking map?
if (!airtight.AirBlocked)
return;
if (!EntityManager.TryGetComponent(uid, out TransformComponent? transform) || !transform.Anchored)
return;
if (!_mapManager.TryGetGrid(transform.GridUid, out var grid))
return;
UpdateAirtightMap(grid, grid.CoordinatesToTile(transform.Coordinates));
}
/// <summary>
/// Return a dictionary that specifies how intense a given explosion type needs to be in order to destroy an entity.
/// </summary>
public float[] GetExplosionTolerance(
EntityUid uid,
EntityQuery<DamageableComponent> damageQuery,
EntityQuery<DestructibleComponent> destructibleQuery)
{
// How much total damage is needed to destroy this entity? This also includes "break" behaviors. This ASSUMES
// that this will result in a non-airtight entity.Entities that ONLY break via construction graph node changes
// are currently effectively "invincible" as far as this is concerned. This really should be done more rigorously.
var totalDamageTarget = FixedPoint2.MaxValue;
if (destructibleQuery.TryGetComponent(uid, out var destructible))
{
totalDamageTarget = _destructibleSystem.DestroyedAt(uid, destructible);
}
var explosionTolerance = new float[_explosionTypes.Count];
if (totalDamageTarget == FixedPoint2.MaxValue || !damageQuery.TryGetComponent(uid, out var damageable))
{
for (var i = 0; i < explosionTolerance.Length; i++)
{
explosionTolerance[i] = float.MaxValue;
}
return explosionTolerance;
}
// What multiple of each explosion type damage set will result in the damage exceeding the required amount? This
// does not support entities dynamically changing explosive resistances (e.g. via clothing). But these probably
// shouldn't be airtight structures anyways....
foreach (var (id, index) in _explosionTypes)
{
if (!_prototypeManager.TryIndex<ExplosionPrototype>(id, out var explosionType))
continue;
// evaluate the damage that this damage type would do to this entity
var damagePerIntensity = FixedPoint2.Zero;
foreach (var (type, value) in explosionType.DamagePerIntensity.DamageDict)
{
if (!damageable.Damage.DamageDict.ContainsKey(type))
continue;
var ev = new GetExplosionResistanceEvent(explosionType.ID);
RaiseLocalEvent(uid, ev, false);
damagePerIntensity += value * Math.Max(0, ev.DamageCoefficient);
}
explosionTolerance[index] = damagePerIntensity > 0
? (float) ((totalDamageTarget - damageable.TotalDamage) / damagePerIntensity)
: float.MaxValue;
}
return explosionTolerance;
}
/// <summary>
/// Data struct that describes the explosion-blocking airtight entities on a tile.
/// </summary>
public struct TileData
{
public TileData(float[] explosionTolerance, AtmosDirection blockedDirections)
{
ExplosionTolerance = explosionTolerance;
BlockedDirections = blockedDirections;
}
public float[] ExplosionTolerance;
public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
}
}