Explosion refactor (#5230)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-01 15:39:26 +13:00
committed by GitHub
parent 9a91536353
commit 56168e592e
70 changed files with 4209 additions and 770 deletions

View File

@@ -1,78 +1,68 @@
using System;
using System.Text.Json.Serialization;
using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Content.Shared.Explosion;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Chemistry.ReactionEffects
{
[DataDefinition]
public sealed class ExplosionReactionEffect : ReagentEffect
public class ExplosionReactionEffect : ReagentEffect
{
[DataField("devastationRange")]
/// <summary>
/// The type of explosion. Determines damage types and tile break chance scaling.
/// </summary>
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
[JsonIgnore]
private float _devastationRange = 1;
[DataField("heavyImpactRange")]
[JsonIgnore]
private float _heavyImpactRange = 2;
[DataField("lightImpactRange")]
[JsonIgnore]
private float _lightImpactRange = 3;
[DataField("flashRange")]
[JsonIgnore]
private float _flashRange;
public string ExplosionType = default!;
/// <summary>
/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
/// The max intensity the explosion can have at a given tile. Places an upper limit of damage and tile break
/// chance.
/// </summary>
[DataField("scaled")]
[DataField("maxIntensity")]
[JsonIgnore]
private bool _scaled;
public float MaxIntensity = 5;
/// <summary>
/// How quickly intensity drops off as you move away from the epicenter
/// </summary>
[DataField("intensitySlope")]
[JsonIgnore]
public float IntensitySlope = 1;
/// <summary>
/// Maximum scaling on ranges. For example, if it equals 5, then it won't scaled anywhere past
/// 5 times the minimum reactant amount.
/// The maximum total intensity that this chemical reaction can achieve. Basically here to prevent people
/// from creating a nuke by collecting enough potassium and water.
/// </summary>
[DataField("maxScale")]
/// <remarks>
/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
/// </remarks>
[DataField("maxTotalIntensity")]
[JsonIgnore]
private float _maxScale = 1;
public float MaxTotalIntensity = 100;
/// <summary>
/// The intensity of the explosion per unit reaction.
/// </summary>
[DataField("intensityPerUnit")]
[JsonIgnore]
public float IntensityPerUnit = 1;
public override bool ShouldLog => true;
public override LogImpact LogImpact => LogImpact.High;
public override void Effect(ReagentEffectArgs args)
{
var floatIntensity = (float) args.Quantity;
var intensity = MathF.Min((float) args.Quantity * IntensityPerUnit, MaxTotalIntensity);
if (!args.EntityManager.HasComponent<SolutionContainerManagerComponent>(args.SolutionEntity))
return;
//Handle scaling
if (_scaled)
{
floatIntensity = MathF.Min(floatIntensity, _maxScale);
}
else
{
floatIntensity = 1;
}
//Calculate intensities
var finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
var finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
var finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
var finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
EntitySystem.Get<ExplosionSystem>().SpawnExplosion(args.SolutionEntity, finalDevastationRange,
finalHeavyImpactRange, finalLightImpactRange, finalFlashRange);
EntitySystem.Get<ExplosionSystem>().QueueExplosion(
args.SolutionEntity,
ExplosionType,
intensity,
IntensitySlope,
MaxIntensity);
}
}
}