Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
444 lines
20 KiB
C#
444 lines
20 KiB
C#
using Content.Server.Shuttles.Components;
|
|
using Content.Shared.Atmos.Components;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Clothing;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Item.ItemToggle.Components;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Slippery;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Dynamics;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using System.Numerics;
|
|
|
|
namespace Content.Server.Shuttles.Systems;
|
|
|
|
// shuttle impact damage ported from Goobstation (AGPLv3) with agreement of all coders involved
|
|
public sealed partial class ShuttleSystem
|
|
{
|
|
private bool _enabled;
|
|
private float _minimumImpactInertia;
|
|
private float _minimumImpactVelocity;
|
|
private float _tileBreakEnergyMultiplier;
|
|
private float _damageMultiplier;
|
|
private float _structuralDamage;
|
|
private float _sparkEnergy;
|
|
private float _impactRadius;
|
|
private float _impactSlowdown;
|
|
private float _minThrowVelocity;
|
|
private float _massBias;
|
|
private float _inertiaScaling;
|
|
// this doesn't update if plating mass is changed but edgecase
|
|
private float _platingMass;
|
|
|
|
private const float _sparkChance = 0.2f;
|
|
// shuttle mass to consider the neutral point for inertia scaling
|
|
private const float _baseShuttleMass = 50f;
|
|
// exists primarily for optimisation so not a cvar
|
|
private const float _minImpulseVelocity = 0.07f;
|
|
// high-speed collisions tend to be a series of increasingly smaller collisions so don't spam admin logs
|
|
private readonly TimeSpan _adminLogSpacing = TimeSpan.FromSeconds(3);
|
|
|
|
private readonly SoundCollectionSpecifier _shuttleImpactSound = new("ShuttleImpactSound");
|
|
private readonly ProtoId<ContentTileDefinition> _platingId = "Plating";
|
|
private readonly EntProtoId _sparkEffect = "EffectSparks";
|
|
|
|
private EntityQuery<DamageableComponent> _dmgQuery;
|
|
private EntityQuery<ProjectileComponent> _projQuery;
|
|
|
|
private HashSet<EntityUid> _countedEnts = new();
|
|
private HashSet<EntityUid> _intersecting = new();
|
|
// for _adminLogSpacing
|
|
private Dictionary<EntityUid, TimeSpan> _impactedAt = new();
|
|
|
|
private void InitializeImpact()
|
|
{
|
|
SubscribeLocalEvent<ShuttleComponent, StartCollideEvent>(OnShuttleCollide);
|
|
|
|
_dmgQuery = GetEntityQuery<DamageableComponent>();
|
|
_projQuery = GetEntityQuery<ProjectileComponent>();
|
|
|
|
Subs.CVar(_cfg, CCVars.ImpactEnabled, value => _enabled = value, true);
|
|
Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
|
|
Subs.CVar(_cfg, CCVars.MinimumImpactInertia, value => _minimumImpactInertia = value, true);
|
|
Subs.CVar(_cfg, CCVars.MinimumImpactVelocity, value => _minimumImpactVelocity = value, true);
|
|
Subs.CVar(_cfg, CCVars.TileBreakEnergyMultiplier, value => _tileBreakEnergyMultiplier = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactDamageMultiplier, value => _damageMultiplier = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactStructuralDamage, value => _structuralDamage = value, true);
|
|
Subs.CVar(_cfg, CCVars.SparkEnergy, value => _sparkEnergy = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactRadius, value => _impactRadius = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactSlowdown, value => _impactSlowdown = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactMinThrowVelocity, value => _minThrowVelocity = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactMassBias, value => _massBias = value, true);
|
|
Subs.CVar(_cfg, CCVars.ImpactInertiaScaling, value => _inertiaScaling = value, true);
|
|
|
|
_platingMass = _protoManager.Index(_platingId).Mass;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles collision between two shuttles, applying impact damage and effects.
|
|
/// </summary>
|
|
private void OnShuttleCollide(EntityUid uid, ShuttleComponent component, ref StartCollideEvent args)
|
|
{
|
|
if (TerminatingOrDeleted(uid) || EntityManager.IsQueuedForDeletion(uid)
|
|
|| TerminatingOrDeleted(args.OtherEntity) || EntityManager.IsQueuedForDeletion(args.OtherEntity)
|
|
)
|
|
return;
|
|
|
|
if (!_gridQuery.TryComp(args.OurEntity, out var ourGrid) ||
|
|
!_gridQuery.TryComp(args.OtherEntity, out var otherGrid)
|
|
)
|
|
return;
|
|
|
|
var ourBody = args.OurBody;
|
|
var otherBody = args.OtherBody;
|
|
|
|
// TODO: Would also be nice to have a continuous sound for scraping.
|
|
var ourXform = Transform(args.OurEntity);
|
|
var otherXform = Transform(args.OtherEntity);
|
|
var worldPoints = args.WorldPoints;
|
|
var worldNormal = args.WorldNormal;
|
|
|
|
for (var i = 0; i < worldPoints.Length; i++)
|
|
{
|
|
var worldPoint = worldPoints[i];
|
|
|
|
var ourPoint = _transform.ToCoordinates((args.OurEntity, ourXform), new MapCoordinates(worldPoint, ourXform.MapID));
|
|
var otherPoint = _transform.ToCoordinates((args.OtherEntity, otherXform), new MapCoordinates(worldPoint, otherXform.MapID));
|
|
|
|
var ourVelocity = _physics.GetLinearVelocity(args.OurEntity, ourPoint.Position, ourBody, ourXform);
|
|
var otherVelocity = _physics.GetLinearVelocity(args.OtherEntity, otherPoint.Position, otherBody, otherXform);
|
|
var topDiff = (ourVelocity - otherVelocity);
|
|
var jungleDiff = topDiff.Length();
|
|
|
|
// Get the velocity in relation to the contact normal
|
|
// If this still causes issues see https://box2d.org/posts/2020/06/ghost-collisions/
|
|
// This should only be a potential problem on chunk seams.
|
|
var dotProduct = MathF.Abs(Vector2.Dot(topDiff.Normalized(), worldNormal.Normalized()));
|
|
jungleDiff *= dotProduct;
|
|
|
|
// this is cursed but makes it so that collisions of small grid with large grid count the inertia as being approximately the small grid's
|
|
var effectiveInertiaMult = (ourBody.FixturesMass * otherBody.FixturesMass) / (ourBody.FixturesMass + otherBody.FixturesMass);
|
|
var effectiveInertia = jungleDiff * effectiveInertiaMult;
|
|
|
|
// TODO: squish damage so that a tiny splinter grid can't stop 2 big grids by being in the way
|
|
if (jungleDiff < _minimumImpactVelocity && effectiveInertia < _minimumImpactInertia
|
|
|| ourXform.MapUid == null
|
|
|| float.IsNaN(jungleDiff))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Play impact sound
|
|
var coordinates = new EntityCoordinates(ourXform.MapUid.Value, worldPoint);
|
|
|
|
var volume = MathF.Min(10f, MathF.Pow(jungleDiff, 0.5f) - 5f);
|
|
var audioParams = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(volume);
|
|
_audio.PlayPvs(_shuttleImpactSound, coordinates, audioParams);
|
|
|
|
// if we're not enabled, stop after playing sound
|
|
if (!_enabled)
|
|
continue;
|
|
|
|
// Convert the collision point directly to tile indices
|
|
var ourTile = new Vector2i((int)Math.Floor(ourPoint.X / ourGrid.TileSize), (int)Math.Floor(ourPoint.Y / ourGrid.TileSize));
|
|
var otherTile = new Vector2i((int)Math.Floor(otherPoint.X / otherGrid.TileSize), (int)Math.Floor(otherPoint.Y / otherGrid.TileSize));
|
|
|
|
var ourMass = GetRegionMass(args.OurEntity, ourGrid, ourTile, _impactRadius, out var ourTiles);
|
|
var otherMass = GetRegionMass(args.OtherEntity, otherGrid, otherTile, _impactRadius, out var otherTiles);
|
|
|
|
// just in case
|
|
if (ourTiles == 0 || otherTiles == 0)
|
|
continue;
|
|
|
|
Log.Info($"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)}; our mass: {ourMass}, other: {otherMass}, velocity {jungleDiff}, impact point {worldPoint}");
|
|
|
|
// E = MV^2/2
|
|
var energyMult = MathF.Pow(jungleDiff, 2) / 2;
|
|
// mass-based damage reduction to grid with more mass so that plastitanium block rammer doesn't die to lattice
|
|
var ourMassDR = MathF.Max(otherMass / ourMass, 1f);
|
|
var otherMassDR = MathF.Max(ourMass / otherMass, 1f);
|
|
// multiplier to make large grids not just bonk against each other
|
|
var inertiaMult = MathF.Pow(effectiveInertiaMult / _baseShuttleMass, _inertiaScaling);
|
|
var toUsEnergy = otherMass * energyMult * inertiaMult * ourMassDR;
|
|
var toOtherEnergy = ourMass * energyMult * inertiaMult * otherMassDR;
|
|
|
|
var impact = LogImpact.High;
|
|
// if impact isn't tiny, log it as extreme
|
|
if (toUsEnergy + toOtherEnergy > 2f * _tileBreakEnergyMultiplier * _platingMass)
|
|
impact = LogImpact.Extreme;
|
|
// TODO: would be nice for it to also log who is piloting the grid(s)
|
|
if (CheckShouldLog(args.OurEntity) && CheckShouldLog(args.OtherEntity))
|
|
_logger.Add(LogType.ShuttleImpact, impact, $"Shuttle impact of {ToPrettyString(args.OurEntity)} with {ToPrettyString(args.OtherEntity)} at {worldPoint}");
|
|
|
|
_impactedAt[args.OurEntity] = _gameTiming.CurTime;
|
|
_impactedAt[args.OtherEntity] = _gameTiming.CurTime;
|
|
|
|
// uses local region mass for slowdown calculation so lattice doesn't have same slowdown as wall block
|
|
var totalInertia = ourVelocity * ourMass + otherVelocity * otherMass;
|
|
var inelasticVel = totalInertia / (ourMass + otherMass);
|
|
|
|
DoGridImpact((args.OurEntity, ourGrid, ourXform, ourBody), args.OurFixture, inelasticVel, ourVelocity, ourTile, ourTiles, toUsEnergy);
|
|
DoGridImpact((args.OtherEntity, otherGrid, otherXform, otherBody), args.OtherFixture, inelasticVel, otherVelocity, otherTile, otherTiles, toOtherEnergy);
|
|
}
|
|
}
|
|
|
|
private void DoGridImpact(Entity<MapGridComponent, TransformComponent, PhysicsComponent> ent,
|
|
Fixture fix,
|
|
Vector2 inelasticVelocity,
|
|
Vector2 velocity,
|
|
Vector2i tile,
|
|
int tiles,
|
|
float energy)
|
|
{
|
|
// for readability to not have .Comp1 .Comp2 for everything
|
|
var (_, grid, xform, body) = ent;
|
|
|
|
// radius in which to actually do things so we don't hurt person 4 tiles away on slow bump
|
|
var radius = Math.Min(_impactRadius, MathF.Sqrt(energy / _tileBreakEnergyMultiplier / _platingMass));
|
|
|
|
// slow us down since destroying impacting grid tiles prevents the collision
|
|
// without this impacts which destroy tiles just make grids slice straight through each other
|
|
var postImpactVelocity = Vector2.Lerp(velocity, inelasticVelocity, MathF.Min(1f, _impactSlowdown * tiles * fix.Density / body.FixturesMass));
|
|
var deltaV = -velocity + postImpactVelocity;
|
|
_physics.ApplyLinearImpulse(ent, deltaV * body.FixturesMass, body: body);
|
|
|
|
// process tile and entity damage
|
|
ProcessImpactZone(ent, grid, tile, energy, deltaV.Normalized(), radius);
|
|
|
|
// throw every entity on grid if the impulse is not negligible
|
|
if (deltaV.Length() > _minImpulseVelocity)
|
|
ThrowEntitiesOnGrid(ent, xform, -deltaV);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Knocks and throws all unbuckled entities on the specified grid.
|
|
/// </summary>
|
|
private void ThrowEntitiesOnGrid(EntityUid gridUid, TransformComponent xform, Vector2 direction)
|
|
{
|
|
var movedByPressureQuery = GetEntityQuery<MovedByPressureComponent>();
|
|
var knockdownTime = TimeSpan.FromSeconds(5);
|
|
|
|
var minsq = _minThrowVelocity * _minThrowVelocity;
|
|
// iterate all entities on the grid
|
|
// TODO: only iterate non-static entities
|
|
var childEnumerator = xform.ChildEnumerator;
|
|
while (childEnumerator.MoveNext(out var uid))
|
|
{
|
|
// don't throw static bodies
|
|
if (!_physicsQuery.TryGetComponent(uid, out var physics) || (physics.BodyType & BodyType.Static) != 0)
|
|
continue;
|
|
|
|
// don't throw if buckled
|
|
if (_buckle.IsBuckled(uid, _buckleQuery.CompOrNull(uid)))
|
|
continue;
|
|
|
|
// don't throw them if they have magboots
|
|
if (movedByPressureQuery.TryComp(uid, out var moved) && !moved.Enabled)
|
|
continue;
|
|
|
|
if (direction.LengthSquared() > minsq)
|
|
{
|
|
_stuns.TryUpdateKnockdownDuration(uid, knockdownTime);
|
|
_throwing.TryThrow(uid, direction, physics, Transform(uid), _projQuery, direction.Length(), playSound: false);
|
|
}
|
|
else
|
|
{
|
|
_physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Structure to hold impact tile processing data for batch processing
|
|
/// </summary>
|
|
private record struct ImpactTileData(Vector2i Tile, float Energy, float DistanceFactor);
|
|
|
|
/// <summary>
|
|
/// Gets the total mass of all entities and tiles (using ContentTileDefinition.Mass) belonging to this grid in a circle
|
|
/// </summary>
|
|
private float GetRegionMass(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float radius, out int tileCount)
|
|
{
|
|
tileCount = 0;
|
|
var mass = 0f;
|
|
_countedEnts.Clear();
|
|
|
|
foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
|
|
{
|
|
var def = _turf.GetContentTileDefinition(tileRef);
|
|
mass += def.Mass;
|
|
tileCount++;
|
|
|
|
_intersecting.Clear();
|
|
_lookup.GetLocalEntitiesIntersecting(uid, tileRef.GridIndices, _intersecting, gridComp: grid);
|
|
foreach (var localUid in _intersecting)
|
|
{
|
|
if (!_countedEnts.Add(localUid))
|
|
continue;
|
|
|
|
if (_physicsQuery.TryComp(localUid, out var physics))
|
|
mass += physics.FixturesMass;
|
|
}
|
|
}
|
|
return mass;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes a zone of tiles around the impact point
|
|
/// </summary>
|
|
private void ProcessImpactZone(EntityUid uid, MapGridComponent grid, Vector2i centerTile, float energy, Vector2 dir, float radius)
|
|
{
|
|
// Create a list of all tiles to process
|
|
var tilesToProcess = new List<ImpactTileData>();
|
|
|
|
// Pre-calculate all tiles that need processing
|
|
foreach (var tileRef in _mapSystem.GetLocalTilesIntersecting(uid, grid, new Circle(centerTile, radius)))
|
|
{
|
|
var distance = centerTile - tileRef.GridIndices;
|
|
// Calculate distance-based energy falloff
|
|
float distanceFactor = 1.0f - distance.Length / (radius + 1);
|
|
float tileEnergy = energy * distanceFactor;
|
|
|
|
tilesToProcess.Add(new ImpactTileData(tileRef.GridIndices, tileEnergy, distanceFactor));
|
|
}
|
|
|
|
// Process tiles sequentially for safety
|
|
var brokenTiles = new List<(Vector2i, Tile)>();
|
|
var sparkTiles = new List<Vector2i>();
|
|
|
|
ProcessTileBatch(uid, grid, tilesToProcess, dir, 0, tilesToProcess.Count, brokenTiles, sparkTiles);
|
|
|
|
// Only proceed with visual effects if the entity still exists
|
|
if (Exists(uid))
|
|
{
|
|
ProcessBrokenTilesAndSparks(uid, grid, brokenTiles, sparkTiles);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process a batch of tiles from the impact zone
|
|
/// </summary>
|
|
private void ProcessTileBatch(
|
|
EntityUid uid,
|
|
MapGridComponent grid,
|
|
List<ImpactTileData> tilesToProcess,
|
|
Vector2 throwDirection,
|
|
int startIndex,
|
|
int endIndex,
|
|
List<(Vector2i, Tile)> brokenTiles,
|
|
List<Vector2i> sparkTiles)
|
|
{
|
|
// here so we don't have to `new` it every iteration
|
|
var damageSpec = new DamageSpecifier()
|
|
{
|
|
DamageDict = { ["Blunt"] = 0, ["Structural"] = 0 }
|
|
};
|
|
|
|
var entitiesOnTile = new HashSet<Entity<TransformComponent>>();
|
|
var tileCenter = new Vector2(grid.TileSize / 2f, grid.TileSize / 2f);
|
|
|
|
for (var i = startIndex; i < endIndex; i++)
|
|
{
|
|
var tileData = tilesToProcess[i];
|
|
|
|
bool canBreakTile = true;
|
|
|
|
// Process entities on this tile
|
|
entitiesOnTile.Clear();
|
|
_lookup.GetLocalEntitiesIntersecting(uid, tileData.Tile, entitiesOnTile, gridComp: grid);
|
|
|
|
// this loop is a hotspot so tell if you know how to optimise it
|
|
foreach (var localEnt in entitiesOnTile)
|
|
{
|
|
// the query can ocassionally return entities barely touching this tile so check for that
|
|
var toCenter = tileData.Tile + tileCenter - localEnt.Comp.Coordinates.Position;
|
|
if (MathF.Abs(toCenter.X) > 0.5f || MathF.Abs(toCenter.Y) > 0.5f)
|
|
continue;
|
|
|
|
if (_dmgQuery.TryComp(localEnt, out var damageable))
|
|
{
|
|
// Apply damage scaled by distance but capped to prevent gibbing
|
|
var scaledDamage = tileData.Energy * _damageMultiplier;
|
|
damageSpec.DamageDict["Blunt"] = scaledDamage;
|
|
damageSpec.DamageDict["Structural"] = scaledDamage * _structuralDamage;
|
|
|
|
_damageSys.TryChangeDamage(localEnt, damageSpec, damageable: damageable);
|
|
}
|
|
// might've been destroyed
|
|
if (TerminatingOrDeleted(localEnt) || EntityManager.IsQueuedForDeletion(localEnt))
|
|
continue;
|
|
|
|
if (!_physicsQuery.TryComp(localEnt, out var physics))
|
|
continue;
|
|
|
|
// no breaking tiles under walls that haven't been destroyed
|
|
if ((physics.BodyType & BodyType.Static) != 0
|
|
&& (physics.CollisionLayer & (int)CollisionGroup.Impassable) != 0)
|
|
{
|
|
canBreakTile = false;
|
|
}
|
|
else
|
|
{
|
|
var direction = throwDirection * tileData.DistanceFactor;
|
|
_throwing.TryThrow(localEnt, direction, physics, localEnt.Comp, _projQuery, direction.Length(), playSound: false);
|
|
}
|
|
}
|
|
|
|
// Mark tiles for spark effects
|
|
if (tileData.Energy > _sparkEnergy && tileData.DistanceFactor > 0.7f && _random.Prob(_sparkChance))
|
|
sparkTiles.Add(tileData.Tile);
|
|
|
|
if (!canBreakTile)
|
|
continue;
|
|
|
|
// Mark tiles for breaking/effects
|
|
var def = _turf.GetContentTileDefinition(_mapSystem.GetTileRef(uid, grid, tileData.Tile));
|
|
if (tileData.Energy > def.Mass * _tileBreakEnergyMultiplier)
|
|
brokenTiles.Add((tileData.Tile, Tile.Empty));
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process visual effects and tile breaking after entity processing
|
|
/// </summary>
|
|
private void ProcessBrokenTilesAndSparks(
|
|
EntityUid uid,
|
|
MapGridComponent grid,
|
|
List<(Vector2i, Tile)> brokenTiles,
|
|
List<Vector2i> sparkTiles)
|
|
{
|
|
// Break tiles
|
|
_mapSystem.SetTiles(uid, grid, brokenTiles);
|
|
|
|
if (TerminatingOrDeleted(uid))
|
|
return;
|
|
|
|
// Spawn spark effects
|
|
foreach (var tile in sparkTiles)
|
|
{
|
|
var coords = _mapSystem.GridTileToLocal(uid, grid, tile);
|
|
Spawn(_sparkEffect, coords);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether this impact should be logged to admins.
|
|
/// Used to prevent spamming logs.
|
|
/// </summary>
|
|
private bool CheckShouldLog(EntityUid uid)
|
|
{
|
|
return !(_impactedAt.ContainsKey(uid) && _gameTiming.CurTime < _impactedAt[uid] + _adminLogSpacing);
|
|
}
|
|
}
|