Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
@@ -29,21 +29,6 @@ namespace Content.Shared.Acts
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void OnBreak(BreakageEventArgs eventArgs);
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}
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public interface IExAct
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{
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/// <summary>
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/// Called when explosion reaches the entity
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/// </summary>
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void OnExplosion(ExplosionEventArgs eventArgs);
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}
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public sealed class ExplosionEventArgs : EventArgs
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{
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public EntityCoordinates Source { get; set; }
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public EntityUid Target { get; set; }
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public ExplosionSeverity Severity { get; set; }
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}
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[UsedImplicitly]
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public sealed class ActSystem : EntitySystem
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{
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@@ -59,23 +44,7 @@ namespace Content.Shared.Acts
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destroyAct.OnDestroy(eventArgs);
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}
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EntityManager.QueueDeleteEntity(owner);
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}
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public void HandleExplosion(EntityCoordinates source, EntityUid target, ExplosionSeverity severity)
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{
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var eventArgs = new ExplosionEventArgs
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{
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Source = source,
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Target = target,
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Severity = severity
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};
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var exActs = EntityManager.GetComponents<IExAct>(target).ToList();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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QueueDel(owner);
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}
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public void HandleBreakage(EntityUid owner)
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@@ -89,11 +58,4 @@ namespace Content.Shared.Acts
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}
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}
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}
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public enum ExplosionSeverity
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{
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Light,
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Heavy,
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Destruction,
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}
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}
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52
Content.Shared/Administration/SpawnExplosionEuiMsg.cs
Normal file
52
Content.Shared/Administration/SpawnExplosionEuiMsg.cs
Normal file
@@ -0,0 +1,52 @@
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using Content.Shared.Eui;
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using Robust.Shared.Serialization;
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using Robust.Shared.Map;
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using Content.Shared.Explosion;
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namespace Content.Shared.Administration;
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public static class SpawnExplosionEuiMsg
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{
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[Serializable, NetSerializable]
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public sealed class Close : EuiMessageBase { }
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/// <summary>
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/// This message is sent to the server to request explosion preview data.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class PreviewRequest : EuiMessageBase
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{
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public readonly MapCoordinates Epicenter;
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public readonly string TypeId;
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public readonly float TotalIntensity;
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public readonly float IntensitySlope;
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public readonly float MaxIntensity;
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public PreviewRequest(MapCoordinates epicenter, string typeId, float totalIntensity, float intensitySlope, float maxIntensity)
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{
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Epicenter = epicenter;
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TypeId = typeId;
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TotalIntensity = totalIntensity;
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IntensitySlope = intensitySlope;
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MaxIntensity = maxIntensity;
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}
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}
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/// <summary>
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/// This message is used to send explosion-preview data to the client.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class PreviewData : EuiMessageBase
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{
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public readonly float Slope;
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public readonly float TotalIntensity;
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public readonly ExplosionEvent Explosion;
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public PreviewData(ExplosionEvent explosion, float slope, float totalIntensity)
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{
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Slope = slope;
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TotalIntensity = totalIntensity;
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Explosion = explosion;
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}
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}
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}
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@@ -348,6 +348,85 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool> AdminAnnounceLogout =
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CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
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/*
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* Explosions
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*/
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/// <summary>
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/// How many tiles the explosion system will process per tick
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/// </summary>
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/// <remarks>
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/// Setting this too high will put a large load on a single tick. Setting this too low will lead to
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/// unnaturally "slow" explosions.
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/// </remarks>
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public static readonly CVarDef<int> ExplosionTilesPerTick =
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CVarDef.Create("explosion.tilespertick", 100, CVar.SERVERONLY);
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/// <summary>
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/// Upper limit on the size of an explosion before physics-throwing is disabled.
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/// </summary>
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/// <remarks>
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/// Large nukes tend to generate a lot of shrapnel that flies through space. This can functionally cripple
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/// the server TPS for a while after an explosion (or even during, if the explosion is processed
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/// incrementally.
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/// </remarks>
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public static readonly CVarDef<int> ExplosionThrowLimit =
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CVarDef.Create("explosion.throwlimit", 400, CVar.SERVERONLY);
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/// <summary>
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/// If this is true, explosion processing will pause the NodeGroupSystem to pause updating.
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/// </summary>
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/// <remarks>
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/// This only takes effect if an explosion needs more than one tick to process (i.e., covers more than <see
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/// cref="ExplosionTilesPerTick"/> tiles). If this is not enabled, the node-system will rebuild its graph
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/// every tick as the explosion shreds the station, causing significant slowdown.
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/// </remarks>
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public static readonly CVarDef<bool> ExplosionSleepNodeSys =
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CVarDef.Create("explosion.nodesleep", true, CVar.SERVERONLY);
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/// <summary>
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/// Upper limit on the total area that an explosion can affect before the neighbor-finding algorithm just
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/// stops. Defaults to a 60-rile radius explosion.
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/// </summary>
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/// <remarks>
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/// Actual area may be larger, as it currently doesn't terminate mid neighbor finding. I.e., area may be that of a ~51 tile radius circle instead.
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/// </remarks>
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public static readonly CVarDef<int> ExplosionMaxArea =
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CVarDef.Create("explosion.maxarea", (int) 3.14f * 50 * 50, CVar.SERVERONLY);
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/// <summary>
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/// Upper limit on the number of neighbor finding steps for the explosion system neighbor-finding algorithm.
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/// </summary>
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/// <remarks>
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/// Effectively places an upper limit on the range that any explosion can have. In the vast majority of
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/// instances, <see cref="ExplosionMaxArea"/> will likely be hit before this becomes a limiting factor.
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/// </remarks>
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public static readonly CVarDef<int> ExplosionMaxIterations =
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CVarDef.Create("explosion.maxiterations", 150, CVar.SERVERONLY);
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/// <summary>
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/// Max Time in milliseconds to spend processing explosions every tick.
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/// </summary>
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/// <remarks>
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/// This time limiting is not perfectly implemented. Firstly, a significant chunk of processing time happens
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/// due to queued entity deletions, which happen outside of the system update code. Secondly, explosion
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/// spawning cannot currently be interrupted & resumed, and may lead to exceeding this time limit.
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/// </remarks>
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public static readonly CVarDef<float> ExplosionMaxProcessingTime =
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CVarDef.Create("explosion.maxtime", 7f, CVar.SERVERONLY);
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/// <summary>
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/// If the explosion is being processed incrementally over several ticks, this variable determines whether
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/// updating the grid tiles should be done incrementally at the end of every tick, or only once the explosion has finished processing.
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/// </summary>
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/// <remarks>
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/// The most notable consequence of this change is that explosions will only punch a hole in the station &
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/// create a vacumm once they have finished exploding. So airlocks will no longer slam shut as the explosion
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/// expands, just suddenly at the end.
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/// </remarks>
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public static readonly CVarDef<bool> ExplosionIncrementalTileBreaking =
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CVarDef.Create("explosion.incrementaltile", false, CVar.SERVERONLY);
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/*
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* Admin logs
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*/
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@@ -25,7 +25,7 @@ namespace Content.Shared.Damage
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[RegisterComponent]
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[NetworkedComponent()]
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[Friend(typeof(DamageableSystem))]
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public sealed class DamageableComponent : Component, IRadiationAct, IExAct
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public sealed class DamageableComponent : Component, IRadiationAct
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{
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/// <summary>
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/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
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@@ -92,27 +92,6 @@ namespace Content.Shared.Damage
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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}
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// TODO EXPLOSION Remove this.
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var damageValue = eventArgs.Severity switch
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{
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ExplosionSeverity.Light => FixedPoint2.New(20),
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ExplosionSeverity.Heavy => FixedPoint2.New(60),
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ExplosionSeverity.Destruction => FixedPoint2.New(250),
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_ => throw new ArgumentOutOfRangeException()
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};
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// Explosion should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeID in ExplosionDamageTypeIDs)
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{
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damage.DamageDict.Add(typeID, damageValue);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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}
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}
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[Serializable, NetSerializable]
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81
Content.Shared/Explosion/ExplosionEvents.cs
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81
Content.Shared/Explosion/ExplosionEvents.cs
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@@ -0,0 +1,81 @@
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using Content.Shared.Inventory;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Explosion;
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/// <summary>
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/// Raised directed at an entity to determine its explosion resistance, probably right before it is about to be
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/// damaged by one.
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/// </summary>
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public class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRelayEvent
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{
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/// <summary>
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/// Can be set to whatever, but currently is being additively increased by components & clothing. So think twice
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/// before multiplying or directly setting this.
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/// </summary>
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public float Resistance = 0;
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public readonly string ExplotionPrototype;
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SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
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public GetExplosionResistanceEvent(string id)
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{
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ExplotionPrototype = id;
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}
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}
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/// <summary>
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/// An explosion event. Used for client side rendering.
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/// </summary>
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[Serializable, NetSerializable]
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public class ExplosionEvent : EntityEventArgs
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{
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public MapCoordinates Epicenter;
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public Dictionary<int, List<Vector2i>>? SpaceTiles;
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public Dictionary<GridId, Dictionary<int, List<Vector2i>>> Tiles;
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public List<float> Intensity;
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public string TypeID;
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public Matrix3 SpaceMatrix;
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public byte ExplosionId;
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public ExplosionEvent(
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byte explosionId,
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MapCoordinates epicenter,
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string typeID,
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List<float> intensity,
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Dictionary<int, List<Vector2i>>? spaceTiles,
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Dictionary<GridId, Dictionary<int, List<Vector2i>>> tiles,
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Matrix3 spaceMatrix)
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{
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Epicenter = epicenter;
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SpaceTiles = spaceTiles;
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Tiles = tiles;
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Intensity = intensity;
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TypeID = typeID;
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SpaceMatrix = spaceMatrix;
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ExplosionId = explosionId;
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}
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}
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/// <summary>
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/// Update visual rendering of the explosion to correspond to the servers processing of it.
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/// </summary>
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[Serializable, NetSerializable]
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public class ExplosionOverlayUpdateEvent : EntityEventArgs
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{
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public int Index;
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public byte ExplosionId;
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public ExplosionOverlayUpdateEvent(byte explosionId, int index)
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{
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Index = index;
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ExplosionId = explosionId;
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}
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}
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89
Content.Shared/Explosion/ExplosionPrototype.cs
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89
Content.Shared/Explosion/ExplosionPrototype.cs
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@@ -0,0 +1,89 @@
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Explosion;
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[Prototype("explosion")]
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public sealed class ExplosionPrototype : IPrototype
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{
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[DataField("id", required: true)]
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public string ID { get; } = default!;
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/// <summary>
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/// Damage to deal to entities. This is scaled by the explosion intensity.
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/// </summary>
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[DataField("damagePerIntensity", required: true)]
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public readonly DamageSpecifier DamagePerIntensity = default!;
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakIntensity"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakChance")]
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private readonly float[] _tileBreakChance = { 0f, 1f };
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakIntensity")]
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private readonly float[] _tileBreakIntensity = {0f, 15f };
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/// <summary>
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/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
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/// break the tile a second time. This is repeated until a roll fails or the tile has become space.
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/// </summary>
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/// <remarks>
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/// If this number is too small, even relatively weak explosions can have a non-zero
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/// chance to create a space tile.
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/// </remarks>
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[DataField("tileBreakRerollReduction")]
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public readonly float TileBreakRerollReduction = 10f;
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/// <summary>
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/// Color emitted by a point light at the center of the explosion.
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/// </summary>
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[DataField("lightColor")]
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public readonly Color LightColor = Color.Orange;
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/// <summary>
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/// Color used to modulate the fire texture.
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/// </summary>
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[DataField("fireColor")]
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public readonly Color? FireColor;
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[DataField("Sound")]
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public readonly SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
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[DataField("texturePath")]
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public readonly string TexturePath = "/Textures/Effects/fire.rsi";
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// Theres probably a better way to do this. Currently Atmos just hard codes a constant int, so I have no one to
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// steal code from.
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[DataField("fireStates")]
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public readonly int FireStates = 3;
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/// <summary>
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/// Basic function for linear interpolation of _tileBreakChance and _tileBreakIntensity
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/// </summary>
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public float TileBreakChance(float intensity)
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{
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if (_tileBreakChance.Length == 0 || _tileBreakChance.Length != _tileBreakIntensity.Length)
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{
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Logger.Error($"Malformed tile break chance definitions for explosion prototype: {ID}");
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return 0;
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}
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if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
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return _tileBreakChance[^1];
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if (intensity <= _tileBreakIntensity[0])
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return _tileBreakChance[0];
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int i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
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var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
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return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
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}
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}
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@@ -234,6 +234,11 @@ namespace Content.Shared.FixedPoint
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_value == unit._value;
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}
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public bool EqualsApprox(FixedPoint2 other, FixedPoint2 tolerance)
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{
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return Math.Abs(_value - other._value) < tolerance._value;
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}
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public override readonly int GetHashCode()
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{
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// ReSharper disable once NonReadonlyMemberInGetHashCode
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@@ -1,38 +1,10 @@
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using System.Linq;
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using Content.Shared.Acts;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Inventory;
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public abstract class InventoryComponent : Component, IExAct
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public abstract class InventoryComponent : Component
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[DataField("templateId", required: true,
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customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
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public string TemplateId { get; } = "human";
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (eventArgs.Severity < ExplosionSeverity.Heavy)
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{
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return;
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}
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if (EntitySystem.Get<InventorySystem>()
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.TryGetContainerSlotEnumerator(Owner, out var enumerator, this))
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{
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while (enumerator.MoveNext(out var container))
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{
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if (!container.ContainedEntity.HasValue) continue;
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foreach (var exAct in _entityManager.GetComponents<IExAct>(container.ContainedEntity.Value).ToArray())
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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}
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}
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}
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@@ -1,8 +1,8 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.Electrocution;
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using Content.Shared.Explosion;
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using Content.Shared.Movement.EntitySystems;
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using Content.Shared.Slippery;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory;
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@@ -14,6 +14,7 @@ public partial class InventorySystem
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SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
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}
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
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Reference in New Issue
Block a user