Explosion refactor fixes pt1 (#7375)
This commit is contained in:
198
Content.Server/Explosion/EntitySystems/ExplosionTileFlood.cs
Normal file
198
Content.Server/Explosion/EntitySystems/ExplosionTileFlood.cs
Normal file
@@ -0,0 +1,198 @@
|
||||
using Content.Shared.Atmos;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Content.Server.Explosion.EntitySystems;
|
||||
|
||||
/// <summary>
|
||||
/// This class exists to facilitate the iterative neighbor-finding / flooding algorithm used by explosions in <see
|
||||
/// cref="ExplosionSystem.GetExplosionTiles"/>. This is the base class for <see cref="ExplosionSpaceTileFlood"/> and
|
||||
/// <see cref="ExplosionGridTileFlood"/>, each of which contains additional code fro logic specific to grids or space.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The class stores information about the tiles that the explosion has currently reached, and provides functions to
|
||||
/// perform a neighbor-finding iteration to expand the explosion area. It also has some functionality that allows
|
||||
/// tiles to move between grids/space.
|
||||
/// </remarks>
|
||||
public abstract class ExplosionTileFlood
|
||||
{
|
||||
// Main tile data sets, mapping iterations onto tile lists
|
||||
public Dictionary<int, List<Vector2i>> TileLists = new();
|
||||
protected Dictionary<int, List<Vector2i>> BlockedTileLists = new();
|
||||
protected Dictionary<int, HashSet<Vector2i>> FreedTileLists = new();
|
||||
|
||||
// The new tile lists added each iteration. I **could** just pass these along to every function, but IMO it is more
|
||||
// readable if they are just private variables.
|
||||
protected List<Vector2i> NewTiles = default!;
|
||||
protected List<Vector2i> NewBlockedTiles = default!;
|
||||
protected HashSet<Vector2i> NewFreedTiles = default!;
|
||||
|
||||
// HashSets used to ensure uniqueness of tiles. Prevents the explosion from looping back in on itself.
|
||||
protected UniqueVector2iSet ProcessedTiles = new();
|
||||
protected UniqueVector2iSet UnenteredBlockedTiles = new();
|
||||
protected UniqueVector2iSet EnteredBlockedTiles = new();
|
||||
|
||||
public abstract void InitTile(Vector2i initialTile);
|
||||
|
||||
protected abstract void ProcessNewTile(int iteration, Vector2i tile, AtmosDirection entryDirections);
|
||||
|
||||
protected abstract AtmosDirection GetUnblockedDirectionOrAll(Vector2i tile);
|
||||
|
||||
protected void AddNewDiagonalTiles(int iteration, IEnumerable<Vector2i> tiles, bool ignoreLocalBlocker = false)
|
||||
{
|
||||
AtmosDirection entryDirection = AtmosDirection.Invalid;
|
||||
foreach (var tile in tiles)
|
||||
{
|
||||
var freeDirections = ignoreLocalBlocker ? AtmosDirection.All : GetUnblockedDirectionOrAll(tile);
|
||||
|
||||
// Get the free directions of the directly adjacent tiles
|
||||
var freeDirectionsN = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.North));
|
||||
var freeDirectionsE = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.East));
|
||||
var freeDirectionsS = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.South));
|
||||
var freeDirectionsW = GetUnblockedDirectionOrAll(tile.Offset(AtmosDirection.West));
|
||||
|
||||
// North East
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.North) && freeDirectionsN.IsFlagSet(AtmosDirection.SouthEast))
|
||||
entryDirection |= AtmosDirection.West;
|
||||
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.East) && freeDirectionsE.IsFlagSet(AtmosDirection.NorthWest))
|
||||
entryDirection |= AtmosDirection.South;
|
||||
|
||||
if (entryDirection != AtmosDirection.Invalid)
|
||||
{
|
||||
ProcessNewTile(iteration, tile + (1, 1), entryDirection);
|
||||
entryDirection = AtmosDirection.Invalid;
|
||||
}
|
||||
|
||||
// North West
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.North) && freeDirectionsN.IsFlagSet(AtmosDirection.SouthWest))
|
||||
entryDirection |= AtmosDirection.East;
|
||||
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.West) && freeDirectionsW.IsFlagSet(AtmosDirection.NorthEast))
|
||||
entryDirection |= AtmosDirection.West;
|
||||
|
||||
if (entryDirection != AtmosDirection.Invalid)
|
||||
{
|
||||
ProcessNewTile(iteration, tile + (-1, 1), entryDirection);
|
||||
entryDirection = AtmosDirection.Invalid;
|
||||
}
|
||||
|
||||
// South East
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.South) && freeDirectionsS.IsFlagSet(AtmosDirection.NorthEast))
|
||||
entryDirection |= AtmosDirection.West;
|
||||
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.East) && freeDirectionsE.IsFlagSet(AtmosDirection.SouthWest))
|
||||
entryDirection |= AtmosDirection.North;
|
||||
|
||||
if (entryDirection != AtmosDirection.Invalid)
|
||||
{
|
||||
ProcessNewTile(iteration, tile + (1, -1), entryDirection);
|
||||
entryDirection = AtmosDirection.Invalid;
|
||||
}
|
||||
|
||||
// South West
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.South) && freeDirectionsS.IsFlagSet(AtmosDirection.NorthWest))
|
||||
entryDirection |= AtmosDirection.West;
|
||||
|
||||
if (freeDirections.IsFlagSet(AtmosDirection.West) && freeDirectionsW.IsFlagSet(AtmosDirection.SouthEast))
|
||||
entryDirection |= AtmosDirection.North;
|
||||
|
||||
if (entryDirection != AtmosDirection.Invalid)
|
||||
{
|
||||
ProcessNewTile(iteration, tile + (-1, -1), entryDirection);
|
||||
entryDirection = AtmosDirection.Invalid;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Merge all tile lists into a single output tile list.
|
||||
/// </summary>
|
||||
public void CleanUp()
|
||||
{
|
||||
foreach (var (iteration, blocked) in BlockedTileLists)
|
||||
{
|
||||
if (TileLists.TryGetValue(iteration, out var tiles))
|
||||
tiles.AddRange(blocked);
|
||||
else
|
||||
TileLists[iteration] = blocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is a data structure can be used to ensure the uniqueness of Vector2i indices.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This basically exists to replace the use of HashSet<Vector2i> if all you need is the the functions Contains()
|
||||
/// and Add(). This is both faster and apparently allocates less. Does not support iterating over contents
|
||||
/// </remarks>
|
||||
public sealed class UniqueVector2iSet
|
||||
{
|
||||
private const int ChunkSize = 32; // # of bits in an integer.
|
||||
|
||||
private Dictionary<Vector2i, VectorChunk> _chunks = new();
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector2i ToChunkIndices(Vector2i indices)
|
||||
{
|
||||
var x = (int) Math.Floor(indices.X / (float) ChunkSize);
|
||||
var y = (int) Math.Floor(indices.Y / (float) ChunkSize);
|
||||
return new Vector2i(x, y);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool Add(Vector2i index)
|
||||
{
|
||||
var chunkIndex = ToChunkIndices(index);
|
||||
if (_chunks.TryGetValue(chunkIndex, out var chunk))
|
||||
{
|
||||
return chunk.Add(index);
|
||||
}
|
||||
|
||||
chunk = new();
|
||||
chunk.Add(index);
|
||||
_chunks[chunkIndex] = chunk;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool Contains(Vector2i index)
|
||||
{
|
||||
if (!_chunks.TryGetValue(ToChunkIndices(index), out var chunk))
|
||||
return false;
|
||||
|
||||
return chunk.Contains(index);
|
||||
}
|
||||
|
||||
private sealed class VectorChunk
|
||||
{
|
||||
// 32*32 chunk represented via 32 ints with 32 bits each. Basic testing showed that this was faster than using
|
||||
// 16-sized chunks with ushorts, a bool[,], or just having each chunk be a HashSet.
|
||||
private readonly int[] _tiles = new int[ChunkSize];
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool Add(Vector2i index)
|
||||
{
|
||||
var x = MathHelper.Mod(index.X, ChunkSize);
|
||||
var y = MathHelper.Mod(index.Y, ChunkSize);
|
||||
|
||||
var oldFlags = _tiles[x];
|
||||
var newFlags = oldFlags | (1 << y);
|
||||
|
||||
if (newFlags == oldFlags)
|
||||
return false;
|
||||
|
||||
_tiles[x] = newFlags;
|
||||
return true;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool Contains(Vector2i index)
|
||||
{
|
||||
var x = MathHelper.Mod(index.X, ChunkSize);
|
||||
var y = MathHelper.Mod(index.Y, ChunkSize);
|
||||
return (_tiles[x] & (1 << y)) != 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user