* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
117 lines
5.1 KiB
C#
117 lines
5.1 KiB
C#
using Content.Shared.Atmos;
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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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internal abstract class TileExplosion
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{
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// Main tile data sets, mapping iterations onto tile lists
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internal 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 HashSet<Vector2i> ProcessedTiles = new();
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protected HashSet<Vector2i> UnenteredBlockedTiles = new();
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protected HashSet<Vector2i> EnteredBlockedTiles = new();
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internal virtual void InitTile(Vector2i initialTile)
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{
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ProcessedTiles.Add(initialTile);
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TileLists[0] = new() { initialTile };
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}
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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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internal 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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