828 lines
31 KiB
C#
828 lines
31 KiB
C#
using System.Linq;
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using Content.Server.Explosion.Components;
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using Content.Server.Mind.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.FixedPoint;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : EntitySystem
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{
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/// <summary>
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/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
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/// </summary>
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internal readonly Stopwatch Stopwatch = new();
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/// <summary>
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/// How many tiles to explode before checking the stopwatch timer
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/// </summary>
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internal static int TileCheckIteration = 1;
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/// <summary>
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/// Queue for delayed processing of explosions. If there is an explosion that covers more than <see
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/// cref="TilesPerTick"/> tiles, other explosions will actually be delayed slightly. Unless it's a station
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/// nuke, this delay should never really be noticeable.
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/// </summary>
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private Queue<Func<Explosion?>> _explosionQueue = new();
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/// <summary>
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/// The explosion currently being processed.
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/// </summary>
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private Explosion? _activeExplosion;
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/// <summary>
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/// While processing an explosion, the "progress" is sent to clients, so that the explosion fireball effect
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/// syncs up with the damage. When the tile iteration increments, an update needs to be sent to clients.
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/// This integer keeps track of the last value sent to clients.
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/// </summary>
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private int _previousTileIteration;
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private void OnMapChanged(MapChangedEvent ev)
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{
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// If a map was deleted, check the explosion currently being processed belongs to that map.
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if (ev.Created)
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return;
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if (_activeExplosion?.Epicenter.MapId != ev.Map)
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return;
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QueueDel(_activeExplosion.VisualEnt);
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_activeExplosion = null;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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/// <summary>
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/// Process the explosion queue.
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/// </summary>
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public override void Update(float frameTime)
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{
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if (_activeExplosion == null && _explosionQueue.Count == 0)
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// nothing to do
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return;
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Stopwatch.Restart();
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var x = Stopwatch.Elapsed.TotalMilliseconds;
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var availableTime = MaxProcessingTime;
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var tilesRemaining = TilesPerTick;
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while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds)
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{
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// if there is no active explosion, get a new one to process
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if (_activeExplosion == null)
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{
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// EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
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// there is at-least 1ms of time left before creating a new explosion
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if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
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break;
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if (!_explosionQueue.TryDequeue(out var spawnNextExplosion))
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break;
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_activeExplosion = spawnNextExplosion();
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// explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion
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// intensity).
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if (_activeExplosion == null)
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continue;
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_previousTileIteration = 0;
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// just a lil nap
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if (SleepNodeSys)
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{
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_nodeGroupSystem.PauseUpdating = true;
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_pathfindingSystem.PauseUpdating = true;
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// snooze grid-chunk regeneration?
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// snooze power network (recipients look for new suppliers as wires get destroyed).
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}
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if (_activeExplosion.Area > SingleTickAreaLimit)
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break; // start processing next turn.
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}
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// TODO EXPLOSION check if active explosion is on a paused map. If it is... I guess support swapping out &
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// storing the "currently active" explosion?
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#if EXCEPTION_TOLERANCE
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try
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{
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#endif
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var processed = _activeExplosion.Process(tilesRemaining);
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tilesRemaining -= processed;
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// has the explosion finished processing?
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if (_activeExplosion.FinishedProcessing)
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{
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var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
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comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
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_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, int.MaxValue);
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_activeExplosion = null;
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}
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#if EXCEPTION_TOLERANCE
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}
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catch (Exception e)
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{
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// Ensure the system does not get stuck in an error-loop.
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if (_activeExplosion != null)
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QueueDel(_activeExplosion.VisualEnt);
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_activeExplosion = null;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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throw;
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}
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#endif
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}
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Logger.InfoS("Explosion", $"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms");
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// we have finished processing our tiles. Is there still an ongoing explosion?
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if (_activeExplosion != null)
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{
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_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, _activeExplosion.CurrentIteration + 1);
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return;
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}
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if (_explosionQueue.Count > 0)
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return;
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//wakey wakey
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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/// <summary>
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/// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted
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/// by an explosion).
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/// </summary>
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/// <remarks>
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/// Used for a variation of <see cref="TurfHelpers.IsBlockedTurf()"/> that makes use of the fact that we have
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/// already done an entity lookup on a tile, and don't need to do so again.
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/// </remarks>
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public bool IsBlockingTurf(EntityUid uid, EntityQuery<PhysicsComponent> physicsQuery)
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{
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if (EntityManager.IsQueuedForDeletion(uid))
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return false;
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if (!physicsQuery.TryGetComponent(uid, out var physics))
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return false;
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return physics.CanCollide && physics.Hard && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0;
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}
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/// <summary>
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/// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects.
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/// </summary>
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/// <returns>True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity</returns>
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internal bool ExplodeTile(BroadphaseComponent lookup,
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MapGridComponent grid,
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Vector2i tile,
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float throwForce,
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DamageSpecifier damage,
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MapCoordinates epicenter,
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HashSet<EntityUid> processed,
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string id,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<PhysicsComponent> physicsQuery,
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LookupFlags flags)
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{
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var gridBox = new Box2(tile * grid.TileSize, (tile + 1) * grid.TileSize);
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// get the entities on a tile. Note that we cannot process them directly, or we get
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// enumerator-changed-while-enumerating errors.
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List<TransformComponent> list = new();
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var state = (list, processed, xformQuery);
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// get entities:
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticSundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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// process those entities
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foreach (var xform in list)
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{
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ProcessEntity(xform.Owner, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform);
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}
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// process anchored entities
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var tileBlocked = false;
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var anchoredList = grid.GetAnchoredEntities(tile).ToList();
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foreach (var entity in anchoredList)
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{
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processed.Add(entity);
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ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery);
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}
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// Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for
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// the purposes of destroying floors. Again, ideally the process of damaging an entity should somehow return
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// information about the entities that were spawned as a result, but without that information we just have to
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// re-check for new anchored entities. Compared to entity spawning & deleting, this should still be relatively minor.
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if (anchoredList.Count > 0)
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{
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foreach (var entity in grid.GetAnchoredEntities(tile))
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{
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tileBlocked |= IsBlockingTurf(entity, physicsQuery);
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}
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}
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// Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from
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// windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a
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// prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort
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// of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need
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// to be thrown.
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//
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// All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming.
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// And throwing is disabled for nukes anyways.
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if (throwForce <= 0)
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return !tileBlocked;
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list.Clear();
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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foreach (var xform in list)
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{
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// Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
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// they should handle their own damage pass-through, with their own damage reduction calculation.
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ProcessEntity(xform.Owner, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform);
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}
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return !tileBlocked;
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}
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private bool GridQueryCallback(
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ref (List<TransformComponent> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
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in EntityUid uid)
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{
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if (state.Processed.Add(uid) && state.XformQuery.TryGetComponent(uid, out var xform))
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state.List.Add(xform);
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return true;
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}
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private bool GridQueryCallback(
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ref (List<TransformComponent> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
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in FixtureProxy proxy)
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{
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var owner = proxy.Fixture.Body.Owner;
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return GridQueryCallback(ref state, in owner);
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}
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/// <summary>
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/// Same as <see cref="ExplodeTile"/>, but for SPAAAAAAACE.
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/// </summary>
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internal void ExplodeSpace(BroadphaseComponent lookup,
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Matrix3 spaceMatrix,
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Matrix3 invSpaceMatrix,
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Vector2i tile,
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float throwForce,
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DamageSpecifier damage,
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MapCoordinates epicenter,
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HashSet<EntityUid> processed,
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string id,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<PhysicsComponent> physicsQuery,
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LookupFlags flags)
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{
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var gridBox = Box2.FromDimensions(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize));
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var worldBox = spaceMatrix.TransformBox(gridBox);
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var list = new List<TransformComponent>();
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var state = (list, processed, invSpaceMatrix, lookup.Owner, xformQuery, gridBox);
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// get entities:
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticSundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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foreach (var xform in state.Item1)
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{
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processed.Add(xform.Owner);
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ProcessEntity(xform.Owner, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform);
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}
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if (throwForce <= 0)
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return;
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// Also, throw any entities that were spawned as shrapnel. Compared to entity spawning & destruction, this extra
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// lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
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list.Clear();
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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foreach (var xform in list)
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{
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ProcessEntity(xform.Owner, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform);
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}
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}
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private bool SpaceQueryCallback(
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ref (List<TransformComponent> List, HashSet<EntityUid> Processed, Matrix3 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox) state,
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in EntityUid uid)
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{
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if (state.Processed.Contains(uid))
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return true;
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var xform = state.XformQuery.GetComponent(uid);
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if (xform.ParentUid == state.LookupOwner)
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{
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// parented directly to the map, use local position
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if (state.GridBox.Contains(state.InvSpaceMatrix.Transform(xform.LocalPosition)))
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state.List.Add(xform);
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return true;
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}
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// finally check if it intersects our tile
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if (state.GridBox.Contains(state.InvSpaceMatrix.Transform(_transformSystem.GetWorldPosition(xform, state.XformQuery))))
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state.List.Add(xform);
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return true;
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}
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private bool SpaceQueryCallback(
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ref (List<TransformComponent> List, HashSet<EntityUid> Processed, Matrix3 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox) state,
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in FixtureProxy proxy)
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{
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var owner = proxy.Fixture.Body.Owner;
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return SpaceQueryCallback(ref state, in owner);
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}
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/// <summary>
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/// This function actually applies the explosion affects to an entity.
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/// </summary>
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private void ProcessEntity(
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EntityUid uid,
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MapCoordinates epicenter,
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DamageSpecifier? damage,
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float throwForce,
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string id,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<PhysicsComponent> physicsQuery,
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TransformComponent? xform = null)
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{
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// damage
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if (damage != null && damageQuery.TryGetComponent(uid, out var damageable))
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{
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var ev = new GetExplosionResistanceEvent(id);
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RaiseLocalEvent(uid, ev, false);
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ev.DamageCoefficient = Math.Max(0, ev.DamageCoefficient);
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//todo need a way to track origin of explosion
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if (ev.DamageCoefficient == 1)
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{
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// no damage-dict multiplication required.
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_damageableSystem.TryChangeDamage(uid, damage, ignoreResistances: true, damageable: damageable);
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if (HasComp<MindContainerComponent>(uid) || HasComp<ExplosiveComponent>(uid))
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{
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var damageStr = string.Join(", ", damage.DamageDict.Select(entry => $"{entry.Key}: {entry.Value}"));
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_adminLogger.Add(LogType.Explosion, LogImpact.Medium,
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$"Explosion caused [{damageStr}] to {ToPrettyString(uid):target} at {Transform(uid).Coordinates}");
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}
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}
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else
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{
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var appliedDamage = damage * ev.DamageCoefficient;
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_damageableSystem.TryChangeDamage(uid, appliedDamage, ignoreResistances: true, damageable: damageable);
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if (HasComp<MindContainerComponent>(uid) || HasComp<ExplosiveComponent>(uid))
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{
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var damageStr = string.Join(", ", appliedDamage.DamageDict.Select(entry => $"{entry.Key}: {entry.Value}"));
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_adminLogger.Add(LogType.Explosion, LogImpact.Medium,
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$"Explosion caused [{damageStr}] to {ToPrettyString(uid):target} at {Transform(uid).Coordinates}");
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}
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}
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}
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// throw
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if (xform != null
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&& !xform.Anchored
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&& throwForce > 0
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&& !EntityManager.IsQueuedForDeletion(uid)
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&& physicsQuery.TryGetComponent(uid, out var physics)
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&& physics.BodyType == BodyType.Dynamic)
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{
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// TODO purge throw helpers and pass in physics component
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_throwingSystem.TryThrow(uid, xform.WorldPosition - epicenter.Position, throwForce);
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}
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// TODO EXPLOSION puddle / flammable ignite?
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// TODO EXPLOSION deaf/ear damage? other explosion effects?
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}
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/// <summary>
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/// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the
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/// grid tile.
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/// </summary>
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public void DamageFloorTile(TileRef tileRef,
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float effectiveIntensity,
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int maxTileBreak,
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bool canCreateVacuum,
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List<(Vector2i GridIndices, Tile Tile)> damagedTiles,
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ExplosionPrototype type)
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{
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if (_tileDefinitionManager[tileRef.Tile.TypeId] is not ContentTileDefinition tileDef)
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return;
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if (tileDef.IsSpace)
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canCreateVacuum = true; // is already a vacuum.
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int tileBreakages = 0;
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while (maxTileBreak > tileBreakages && _robustRandom.Prob(type.TileBreakChance(effectiveIntensity)))
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{
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tileBreakages++;
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effectiveIntensity -= type.TileBreakRerollReduction;
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// does this have a base-turf that we can break it down to?
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if (tileDef.BaseTurfs.Count == 0)
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break;
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if (_tileDefinitionManager[tileDef.BaseTurfs[^1]] is not ContentTileDefinition newDef)
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break;
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if (newDef.IsSpace && !canCreateVacuum)
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break;
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tileDef = newDef;
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}
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if (tileDef.TileId == tileRef.Tile.TypeId)
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return;
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damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId)));
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}
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}
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/// <summary>
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/// This is a data class that stores information about the area affected by an explosion, for processing by <see
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/// cref="ExplosionSystem"/>.
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/// </summary>
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/// <remarks>
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/// This is basically the output of <see cref="ExplosionSystem.GetExplosionTiles()"/>, but with some utility functions for
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/// iterating over the tiles, along with the ability to keep track of what entities have already been damaged by
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/// this explosion.
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/// </remarks>
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sealed class Explosion
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{
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/// <summary>
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/// For every grid (+ space) that the explosion reached, this data struct stores information about the tiles and
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/// caches the entity-lookup component so that it doesn't have to be re-fetched for every tile.
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/// </summary>
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struct ExplosionData
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{
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/// <summary>
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/// The tiles that the explosion damaged, grouped by the iteration (can be thought of as the distance from the epicenter)
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/// </summary>
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public Dictionary<int, List<Vector2i>> TileLists;
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/// <summary>
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/// Lookup component for this grid (or space/map).
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/// </summary>
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public BroadphaseComponent Lookup;
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/// <summary>
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/// The actual grid that this corresponds to. If null, this implies space.
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/// </summary>
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public MapGridComponent? MapGrid;
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}
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private readonly List<ExplosionData> _explosionData = new();
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/// <summary>
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/// The explosion intensity associated with each tile iteration.
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/// </summary>
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private readonly List<float> _tileSetIntensity;
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/// <summary>
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/// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the
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/// explosion throws this entity, as then it will be moving while the explosion is happening.
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/// </summary>
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public readonly HashSet<EntityUid> ProcessedEntities = new();
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/// <summary>
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/// This integer tracks how much of this explosion has been processed.
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/// </summary>
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public int CurrentIteration { get; private set; } = 0;
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/// <summary>
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/// The prototype for this explosion. Determines tile break chance, damage, etc.
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/// </summary>
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public readonly ExplosionPrototype ExplosionType;
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/// <summary>
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/// The center of the explosion. Used for physics throwing. Also used to identify the map on which the explosion is happening.
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/// </summary>
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public readonly MapCoordinates Epicenter;
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/// <summary>
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/// The matrix that defines the reference frame for the explosion in space.
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/// </summary>
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private readonly Matrix3 _spaceMatrix;
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/// <summary>
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/// Inverse of <see cref="_spaceMatrix"/>
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/// </summary>
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private readonly Matrix3 _invSpaceMatrix;
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/// <summary>
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/// Have all the tiles on all the grids been processed?
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/// </summary>
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public bool FinishedProcessing;
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// Variables used for enumerating over tiles, grids, etc
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private DamageSpecifier _currentDamage = default!;
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private BroadphaseComponent _currentLookup = default!;
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private MapGridComponent? _currentGrid;
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private float _currentIntensity;
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private float _currentThrowForce;
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private List<Vector2i>.Enumerator _currentEnumerator;
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private int _currentDataIndex;
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/// <summary>
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/// The set of tiles that need to be updated when the explosion has finished processing. Used to avoid having
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/// the explosion trigger chunk regeneration & shuttle-system processing every tick.
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/// </summary>
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private readonly Dictionary<MapGridComponent, List<(Vector2i, Tile)>> _tileUpdateDict = new();
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// Entity Queries
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private readonly EntityQuery<TransformComponent> _xformQuery;
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private readonly EntityQuery<PhysicsComponent> _physicsQuery;
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private readonly EntityQuery<DamageableComponent> _damageQuery;
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/// <summary>
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/// Total area that the explosion covers.
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/// </summary>
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public readonly int Area;
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private readonly LookupFlags _flags = LookupFlags.None;
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/// <summary>
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/// factor used to scale the tile break chances.
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/// </summary>
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private readonly float _tileBreakScale;
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/// <summary>
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/// Maximum number of times that an explosion will break a single tile.
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/// </summary>
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private readonly int _maxTileBreak;
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/// <summary>
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/// Whether this explosion can turn non-vacuum tiles into vacuum-tiles.
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/// </summary>
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private readonly bool _canCreateVacuum;
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private readonly IEntityManager _entMan;
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private readonly ExplosionSystem _system;
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public readonly EntityUid VisualEnt;
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/// <summary>
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/// Initialize a new instance for processing
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/// </summary>
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public Explosion(ExplosionSystem system,
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ExplosionPrototype explosionType,
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ExplosionSpaceTileFlood? spaceData,
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List<ExplosionGridTileFlood> gridData,
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List<float> tileSetIntensity,
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MapCoordinates epicenter,
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Matrix3 spaceMatrix,
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int area,
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float tileBreakScale,
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int maxTileBreak,
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bool canCreateVacuum,
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IEntityManager entMan,
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IMapManager mapMan,
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EntityUid visualEnt)
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{
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VisualEnt = visualEnt;
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_system = system;
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ExplosionType = explosionType;
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_tileSetIntensity = tileSetIntensity;
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Epicenter = epicenter;
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Area = area;
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_tileBreakScale = tileBreakScale;
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_maxTileBreak = maxTileBreak;
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_canCreateVacuum = canCreateVacuum;
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_entMan = entMan;
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// yeah this should be a cvar, but this is only temporary anyways
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// see lookup todo
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if (Area > 100)
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_flags |= LookupFlags.Approximate;
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_xformQuery = entMan.GetEntityQuery<TransformComponent>();
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_physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
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_damageQuery = entMan.GetEntityQuery<DamageableComponent>();
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if (spaceData != null)
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{
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var mapUid = mapMan.GetMapEntityId(epicenter.MapId);
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_explosionData.Add(new()
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{
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TileLists = spaceData.TileLists,
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Lookup = entMan.GetComponent<BroadphaseComponent>(mapUid),
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MapGrid = null
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});
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_spaceMatrix = spaceMatrix;
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_invSpaceMatrix = Matrix3.Invert(spaceMatrix);
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}
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foreach (var grid in gridData)
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{
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_explosionData.Add(new ExplosionData
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{
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TileLists = grid.TileLists,
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Lookup = entMan.GetComponent<BroadphaseComponent>(grid.Grid.Owner),
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MapGrid = grid.Grid,
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});
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}
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if (TryGetNextTileEnumerator())
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MoveNext();
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}
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/// <summary>
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/// Find the next tile-enumerator. This either means retrieving a set of tiles on the next grid, or incrementing
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/// the tile iteration by one and moving back to the first grid. This will also update the current damage, current entity-lookup, etc.
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/// </summary>
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private bool TryGetNextTileEnumerator()
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{
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while (CurrentIteration < _tileSetIntensity.Count)
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{
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_currentIntensity = _tileSetIntensity[CurrentIteration];
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_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
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// only throw if either the explosion is small, or if this is the outer ring of a large explosion.
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var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6;
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_currentThrowForce = doThrow ? 10 * MathF.Sqrt(_currentIntensity) : 0;
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// for each grid/space tile set
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while (_currentDataIndex < _explosionData.Count)
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{
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// try get any tile hash-set corresponding to this intensity
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var tileSets = _explosionData[_currentDataIndex].TileLists;
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if (!tileSets.TryGetValue(CurrentIteration, out var tileList))
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{
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_currentDataIndex++;
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continue;
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}
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_currentEnumerator = tileList.GetEnumerator();
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_currentLookup = _explosionData[_currentDataIndex].Lookup;
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_currentGrid = _explosionData[_currentDataIndex].MapGrid;
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_currentDataIndex++;
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// sanity checks, in case something changed while the explosion was being processed over several ticks.
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if (_currentLookup.Deleted || _currentGrid != null && !_entMan.EntityExists(_currentGrid.Owner))
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continue;
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return true;
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}
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// All the tiles belonging to this explosion iteration have been processed. Move onto the next iteration and
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// reset the grid counter.
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|
CurrentIteration++;
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_currentDataIndex = 0;
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}
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|
|
// No more explosion tiles to process
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|
FinishedProcessing = true;
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return false;
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}
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|
|
|
/// <summary>
|
|
/// Get the next tile that needs processing
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|
/// </summary>
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|
private bool MoveNext()
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|
{
|
|
if (FinishedProcessing)
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|
return false;
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|
|
while (!FinishedProcessing)
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|
{
|
|
if (_currentEnumerator.MoveNext())
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|
return true;
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else
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|
TryGetNextTileEnumerator();
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|
}
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|
|
return false;
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|
}
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|
|
|
/// <summary>
|
|
/// Attempt to process (i.e., damage entities) some number of grid tiles.
|
|
/// </summary>
|
|
public int Process(int processingTarget)
|
|
{
|
|
// In case the explosion terminated early last tick due to exceeding the allocated processing time, use this
|
|
// time to update the tiles.
|
|
SetTiles();
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|
|
int processed;
|
|
for (processed = 0; processed < processingTarget; processed++)
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|
{
|
|
if (processed % ExplosionSystem.TileCheckIteration == 0 &&
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|
_system.Stopwatch.Elapsed.TotalMilliseconds > _system.MaxProcessingTime)
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|
{
|
|
break;
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|
}
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|
|
|
// Is the current tile on a grid (instead of in space)?
|
|
if (_currentGrid != null &&
|
|
_currentGrid.TryGetTileRef(_currentEnumerator.Current, out var tileRef) &&
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|
!tileRef.Tile.IsEmpty)
|
|
{
|
|
if (!_tileUpdateDict.TryGetValue(_currentGrid, out var tileUpdateList))
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|
{
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|
tileUpdateList = new();
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|
_tileUpdateDict[_currentGrid] = tileUpdateList;
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}
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|
|
// damage entities on the tile. Also figures out whether there are any solid entities blocking the floor
|
|
// from being destroyed.
|
|
var canDamageFloor = _system.ExplodeTile(_currentLookup,
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|
_currentGrid,
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|
_currentEnumerator.Current,
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|
_currentThrowForce,
|
|
_currentDamage,
|
|
Epicenter,
|
|
ProcessedEntities,
|
|
ExplosionType.ID,
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|
_xformQuery,
|
|
_damageQuery,
|
|
_physicsQuery,
|
|
_flags);
|
|
|
|
// If the floor is not blocked by some dense object, damage the floor tiles.
|
|
if (canDamageFloor)
|
|
_system.DamageFloorTile(tileRef, _currentIntensity * _tileBreakScale, _maxTileBreak, _canCreateVacuum, tileUpdateList, ExplosionType);
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|
}
|
|
else
|
|
{
|
|
// The current "tile" is in space. Damage any entities in that region
|
|
_system.ExplodeSpace(_currentLookup,
|
|
_spaceMatrix,
|
|
_invSpaceMatrix,
|
|
_currentEnumerator.Current,
|
|
_currentThrowForce,
|
|
_currentDamage,
|
|
Epicenter,
|
|
ProcessedEntities,
|
|
ExplosionType.ID,
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|
_xformQuery,
|
|
_damageQuery,
|
|
_physicsQuery,
|
|
_flags);
|
|
}
|
|
|
|
if (!MoveNext())
|
|
break;
|
|
}
|
|
|
|
// Update damaged/broken tiles on the grid.
|
|
SetTiles();
|
|
return processed;
|
|
}
|
|
|
|
private void SetTiles()
|
|
{
|
|
// Updating the grid can result in chunk collision regeneration & slow processing by the shuttle system.
|
|
// Therefore, tile breaking may be configure to only happen at the end of an explosion, rather than during every
|
|
// tick.
|
|
if (!_system.IncrementalTileBreaking && !FinishedProcessing)
|
|
return;
|
|
|
|
foreach (var (grid, list) in _tileUpdateDict)
|
|
{
|
|
if (list.Count > 0 && _entMan.EntityExists(grid.Owner))
|
|
{
|
|
grid.SetTiles(list);
|
|
}
|
|
}
|
|
_tileUpdateDict.Clear();
|
|
}
|
|
}
|
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|