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>
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@@ -1,13 +1,17 @@
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using Content.Server.Construction;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared.Acts;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System;
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namespace Content.Server.Destructible
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{
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@@ -50,6 +54,40 @@ namespace Content.Server.Destructible
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return;
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}
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}
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// FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not
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// like there is currently any entity that is NOT just destroyed upon reaching a total-damage value.
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/// <summary>
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/// Figure out how much damage an entity needs to have in order to be destroyed.
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/// </summary>
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/// <remarks>
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/// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
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/// total-damage threshold.
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/// </remarks>
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public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null)
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{
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if (!Resolve(uid, ref destructible, logMissing: false))
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return FixedPoint2.MaxValue;
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// We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors.
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// Really, this should probably just be a property of the damageable component.
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var damageNeeded = FixedPoint2.MaxValue;
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foreach (var threshold in destructible.Thresholds)
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{
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if (threshold.Trigger is not DamageTrigger trigger)
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continue;
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foreach (var behavior in threshold.Behaviors)
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{
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if (behavior is DoActsBehavior actBehavior &&
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actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage))
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{
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damageNeeded = Math.Min(damageNeeded.Float(), trigger.Damage);
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}
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}
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}
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return damageNeeded;
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}
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}
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// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
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