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

@@ -408,6 +408,106 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<bool> AdminAnnounceLogout =
CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
/*
* Explosions
*/
/// <summary>
/// How many tiles the explosion system will process per tick
/// </summary>
/// <remarks>
/// Setting this too high will put a large load on a single tick. Setting this too low will lead to
/// unnaturally "slow" explosions.
/// </remarks>
public static readonly CVarDef<int> ExplosionTilesPerTick =
CVarDef.Create("explosion.tiles_per_tick", 100, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the size of an explosion before physics-throwing is disabled.
/// </summary>
/// <remarks>
/// Large nukes tend to generate a lot of shrapnel that flies through space. This can functionally cripple
/// the server TPS for a while after an explosion (or even during, if the explosion is processed
/// incrementally.
/// </remarks>
public static readonly CVarDef<int> ExplosionThrowLimit =
CVarDef.Create("explosion.throw_limit", 400, CVar.SERVERONLY);
/// <summary>
/// If this is true, explosion processing will pause the NodeGroupSystem to pause updating.
/// </summary>
/// <remarks>
/// This only takes effect if an explosion needs more than one tick to process (i.e., covers more than <see
/// cref="ExplosionTilesPerTick"/> tiles). If this is not enabled, the node-system will rebuild its graph
/// every tick as the explosion shreds the station, causing significant slowdown.
/// </remarks>
public static readonly CVarDef<bool> ExplosionSleepNodeSys =
CVarDef.Create("explosion.node_sleep", true, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the total area that an explosion can affect before the neighbor-finding algorithm just
/// stops. Defaults to a 60-rile radius explosion.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public static readonly CVarDef<int> ExplosionMaxArea =
CVarDef.Create("explosion.max_area", (int) 3.14f * 50 * 50, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the number of neighbor finding steps for the explosion system neighbor-finding algorithm.
/// </summary>
/// <remarks>
/// Effectively places an upper limit on the range that any explosion can have. In the vast majority of
/// instances, <see cref="ExplosionMaxArea"/> will likely be hit before this becomes a limiting factor.
/// </remarks>
public static readonly CVarDef<int> ExplosionMaxIterations =
CVarDef.Create("explosion.max_iterations", 150, CVar.SERVERONLY);
/// <summary>
/// Max Time in milliseconds to spend processing explosions every tick.
/// </summary>
/// <remarks>
/// This time limiting is not perfectly implemented. Firstly, a significant chunk of processing time happens
/// due to queued entity deletions, which happen outside of the system update code. Secondly, explosion
/// spawning cannot currently be interrupted & resumed, and may lead to exceeding this time limit.
/// </remarks>
public static readonly CVarDef<float> ExplosionMaxProcessingTime =
CVarDef.Create("explosion.max_tick_time", 7f, CVar.SERVERONLY);
/// <summary>
/// If the explosion is being processed incrementally over several ticks, this variable determines whether
/// updating the grid tiles should be done incrementally at the end of every tick, or only once the explosion has finished processing.
/// </summary>
/// <remarks>
/// The most notable consequence of this change is that explosions will only punch a hole in the station &
/// create a vacumm once they have finished exploding. So airlocks will no longer slam shut as the explosion
/// expands, just suddenly at the end.
/// </remarks>
public static readonly CVarDef<bool> ExplosionIncrementalTileBreaking =
CVarDef.Create("explosion.incremental_tile", false, CVar.SERVERONLY);
/// <summary>
/// Client-side explosion visuals: for how many seconds should an explosion stay on-screen once it has
/// finished expanding?
/// </summary>
public static readonly CVarDef<float> ExplosionPersistence =
CVarDef.Create("explosion.persistence", 0.3f, CVar.REPLICATED);
/// <summary>
/// If an explosion covers a larger area than this number, the damaging/processing will always start during
/// the next tick, instead of during the same tick that the explosion was generated in.
/// </summary>
/// <remarks>
/// This value can be used to ensure that for large explosions the area/tile calculation and the explosion
/// processing/damaging occurs in separate ticks. This helps reduce the single-tick lag if both <see
/// cref="ExplosionMaxProcessingTime"/> and <see cref="ExplosionTilesPerTick"/> are large. I.e., instead of
/// a single tick explosion, this cvar allows for a configuration that results in a two-tick explosion,
/// though most of the computational cost is still in the second tick.
/// </remarks>
public static readonly CVarDef<int> ExplosionSingleTickAreaLimit =
CVarDef.Create("explosion.single_tick_area_limit", 400, CVar.SERVERONLY);
/*
* Admin logs
*/