Files
tbd-station-14/Content.Server/Explosion/EntitySystems/ExplosionSystem.Airtight.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

195 lines
8.2 KiB
C#

using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Damage.Systems;
using Content.Shared.Explosion;
using Content.Shared.FixedPoint;
using Robust.Shared.Map.Components;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem
{
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>())
{
// TODO EXPLOSION
// just make this a field on the prototype
_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, MapGridComponent? grid = null)
{
if (Resolve(gridId, ref grid, false))
UpdateAirtightMap(gridId, grid, tile);
}
/// <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(EntityUid gridId, MapGridComponent grid, Vector2i tile)
{
var tolerance = new float[_explosionTypes.Count];
var blockedDirections = AtmosDirection.Invalid;
if (!_airtightMap.ContainsKey(gridId))
_airtightMap[gridId] = new();
var anchoredEnumerator = _map.GetAnchoredEntitiesEnumerator(gridId, grid, tile);
while (anchoredEnumerator.MoveNext(out var uid))
{
if (!_airtightQuery.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
continue;
blockedDirections |= airtight.AirBlockedDirection;
var entityTolerances = GetExplosionTolerance(uid.Value);
for (var i = 0; i < tolerance.Length; i++)
{
tolerance[i] = Math.Max(tolerance[i], entityTolerances[i]);
}
}
if (blockedDirections != AtmosDirection.Invalid)
_airtightMap[gridId][tile] = new(tolerance, blockedDirections);
else
_airtightMap[gridId].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 (!TryComp(uid, out TransformComponent? transform) || !transform.Anchored)
return;
if (!TryComp<MapGridComponent>(transform.GridUid, out var grid))
return;
UpdateAirtightMap(transform.GridUid.Value, grid, _map.CoordinatesToTile(transform.GridUid.Value, grid, 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)
{
// 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 || !_damageableQuery.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....
var mod = _damageableSystem.UniversalAllDamageModifier * _damageableSystem.UniversalExplosionDamageModifier;
foreach (var (id, index) in _explosionTypes)
{
// TODO EXPLOSION SYSTEM
// cache explosion type damage.
if (!_prototypeManager.Resolve(id, out ExplosionPrototype? 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;
// TODO EXPLOSION SYSTEM
// add a variant of the event that gets raised once, instead of once per prototype.
// Or better yet, just calculate this manually w/o the event.
// The event mainly exists for indirect resistances via things like inventory & clothing
// But this shouldn't matter for airtight entities.
var ev = new GetExplosionResistanceEvent(explosionType.ID);
RaiseLocalEvent(uid, ref ev);
damagePerIntensity += value * mod * 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;
}
public override void ReloadMap()
{
foreach (var(grid, dict) in _airtightMap)
{
var comp = Comp<MapGridComponent>(grid);
foreach (var index in dict.Keys)
{
UpdateAirtightMap(grid, comp, index);
}
}
}
}