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

@@ -1,7 +1,9 @@
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Explosion;
using Content.Shared.Nuke;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Nuke
{
@@ -36,13 +38,6 @@ namespace Content.Server.Nuke
[DataField("diskSlot")]
public ItemSlot DiskSlot = new();
/// <summary>
/// Annihilation radius in which all human players will be gibed
/// </summary>
[DataField("blastRadius")]
[ViewVariables(VVAccess.ReadWrite)]
public int BlastRadius = 200;
/// <summary>
/// After this time nuke will play last alert sound
/// </summary>
@@ -67,6 +62,48 @@ namespace Content.Server.Nuke
[DataField("disarmSound")]
public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
// the nuke.
#region ExplosiveComponent
/// <summary>
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
/// information (e.g., the light that the explosion gives off).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
public string ExplosionType = default!;
/// <summary>
/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxIntensity")]
public float MaxIntensity = 100;
/// <summary>
/// How quickly the intensity drops off as you move away from the epicenter.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
public float IntensitySlope = 5;
/// <summary>
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 100000;
/// <summary>
/// Avoid somehow double-triggering this explosion.
/// </summary>
public bool Exploded;
#endregion
/// <summary>
/// Time until explosion in seconds.
/// </summary>

View File

@@ -1,10 +1,10 @@
using Content.Server.Chat.Managers;
using Content.Server.Construction.Components;
using Content.Server.Coordinates.Helpers;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.UserInterface;
using Content.Shared.Audio;
using Content.Shared.Body.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Nuke;
using Content.Shared.Sound;
@@ -19,7 +19,7 @@ namespace Content.Server.Nuke
[Dependency] private readonly NukeCodeSystem _codes = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly IChatManager _chat = default!;
public override void Initialize()
@@ -388,19 +388,16 @@ namespace Content.Server.Nuke
if (!Resolve(uid, ref component, ref transform))
return;
// gib anyone in a blast radius
// its lame, but will work for now
var pos = transform.Coordinates;
var ents = _lookup.GetEntitiesInRange(pos, component.BlastRadius);
foreach (var ent in ents)
{
var entUid = ent;
if (!EntityManager.EntityExists(entUid))
continue;
if (component.Exploded)
return;
if (EntityManager.TryGetComponent(entUid, out SharedBodyComponent? body))
body.Gib();
}
component.Exploded = true;
_explosions.QueueExplosion(uid,
component.ExplosionType,
component.TotalIntensity,
component.IntensitySlope,
component.MaxIntensity);
EntityManager.DeleteEntity(uid);
}