Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Server.Throwing;
using Content.Shared.Explosion;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
{
public override string Name => "ClusterFlash";
private Container _grenadesContainer = default!;
/// <summary>
/// What we fill our prototype with if we want to pre-spawn with grenades.
/// </summary>
[ViewVariables] [DataField("fillPrototype")]
private string? _fillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
private int _unspawnedCount;
/// <summary>
/// Maximum grenades in the container.
/// </summary>
[ViewVariables] [DataField("maxGrenadesCount")]
private int _maxGrenades = 3;
/// <summary>
/// How long until our grenades are shot out and armed.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
private float _delay = 1;
/// <summary>
/// Max distance grenades can be thrown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("distance")]
private float _throwDistance = 50;
/// <summary>
/// This is the end.
/// </summary>
private bool _countDown;
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
{
if (_grenadesContainer.ContainedEntities.Count >= _maxGrenades || !args.Using.HasComponent<FlashExplosiveComponent>())
return false;
_grenadesContainer.Insert(args.Using);
UpdateAppearance();
return true;
}
public override void Initialize()
{
base.Initialize();
_grenadesContainer = ContainerHelpers.EnsureContainer<Container>(Owner, "cluster-flash");
}
protected override void Startup()
{
base.Startup();
if (_fillPrototype != null)
{
_unspawnedCount = Math.Max(0, _maxGrenades - _grenadesContainer.ContainedEntities.Count);
UpdateAppearance();
}
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (_countDown || (_grenadesContainer.ContainedEntities.Count + _unspawnedCount) <= 0)
return false;
Owner.SpawnTimer((int) (_delay * 1000), () =>
{
if (Owner.Deleted)
return;
_countDown = true;
var random = IoCManager.Resolve<IRobustRandom>();
var delay = 20;
var grenadesInserted = _grenadesContainer.ContainedEntities.Count + _unspawnedCount;
var thrownCount = 0;
var segmentAngle = (int) (360 / grenadesInserted);
while (TryGetGrenade(out var grenade))
{
var angleMin = segmentAngle * thrownCount;
var angleMax = segmentAngle * (thrownCount + 1);
var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
// var distance = random.NextFloat() * _throwDistance;
delay += random.Next(550, 900);
thrownCount++;
// TODO: Suss out throw strength
grenade.TryThrow(angle.ToVec().Normalized * _throwDistance);
grenade.SpawnTimer(delay, () =>
{
if (grenade.Deleted)
return;
if (grenade.TryGetComponent(out OnUseTimerTriggerComponent? useTimer))
{
useTimer.Trigger(eventArgs.User);
}
});
}
Owner.Delete();
});
return true;
}
private bool TryGetGrenade([NotNullWhen(true)] out IEntity? grenade)
{
grenade = null;
if (_unspawnedCount > 0)
{
_unspawnedCount--;
grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.MapPosition);
return true;
}
if (_grenadesContainer.ContainedEntities.Count > 0)
{
grenade = _grenadesContainer.ContainedEntities[0];
// This shouldn't happen but you never know.
if (!_grenadesContainer.Remove(grenade))
return false;
return true;
}
return false;
}
private void UpdateAppearance()
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance)) return;
appearance.SetData(ClusterFlashVisuals.GrenadesCounter, _grenadesContainer.ContainedEntities.Count + _unspawnedCount);
}
}
}

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using Content.Server.Throwing;
using Content.Shared.Acts;
using Robust.Shared.GameObjects;
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public class ExplosionLaunchedComponent : Component, IExAct
{
public override string Name => "ExplosionLaunched";
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (Owner.Deleted)
return;
var sourceLocation = eventArgs.Source;
var targetLocation = eventArgs.Target.Transform.Coordinates;
var direction = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
var throwForce = eventArgs.Severity switch
{
ExplosionSeverity.Heavy => 30,
ExplosionSeverity.Light => 20,
_ => 0,
};
Owner.TryThrow(direction * throwForce);
}
}
}

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using Content.Shared.Acts;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public class ExplosiveComponent : Component, ITimerTrigger, IDestroyAct
{
public override string Name => "Explosive";
[DataField("devastationRange")]
public int DevastationRange;
[DataField("heavyImpactRange")]
public int HeavyImpactRange;
[DataField("lightImpactRange")]
public int LightImpactRange;
[DataField("flashRange")]
public int FlashRange;
public bool Exploding { get; private set; } = false;
public bool Explosion()
{
if (Exploding)
{
return false;
}
else
{
Exploding = true;
Owner.SpawnExplosion(DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
Owner.QueueDelete();
return true;
}
}
bool ITimerTrigger.Trigger(TimerTriggerEventArgs eventArgs)
{
return Explosion();
}
void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
{
Explosion();
}
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public class ExplosiveProjectileComponent : Component, IStartCollide
{
public override string Name => "ExplosiveProjectile";
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<ExplosiveComponent>();
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (Owner.TryGetComponent(out ExplosiveComponent? explosive))
{
explosive.Explosion();
}
}
}
}

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using Content.Server.Flash.Components;
using Content.Server.Storage.Components;
using Content.Shared.Acts;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components
{
/// <summary>
/// When triggered will flash in an area around the object and destroy itself
/// </summary>
[RegisterComponent]
public class FlashExplosiveComponent : Component, ITimerTrigger, IDestroyAct
{
public override string Name => "FlashExplosive";
[DataField("range")]
private float _range = 7.0f;
[DataField("duration")]
private float _duration = 8.0f;
[DataField("sound")]
private string _sound = "/Audio/Effects/flash_bang.ogg";
[DataField("deleteOnFlash")]
private bool _deleteOnFlash = true;
public bool Explode()
{
// If we're in a locker or whatever then can't flash anything
Owner.TryGetContainer(out var container);
if (container == null || !container.Owner.HasComponent<EntityStorageComponent>())
{
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
}
if (_sound != null)
{
SoundSystem.Play(Filter.Pvs(Owner), _sound, Owner.Transform.Coordinates);
}
if (_deleteOnFlash && !Owner.Deleted)
{
Owner.Delete();
}
return true;
}
bool ITimerTrigger.Trigger(TimerTriggerEventArgs eventArgs)
{
return Explode();
}
void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
{
Explode();
}
}
}

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#nullable enable
using System;
using Content.Shared.Interaction;
using Content.Shared.Trigger;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public class OnUseTimerTriggerComponent : Component, IUse
{
public override string Name => "OnUseTimerTrigger";
[DataField("delay")]
private float _delay = 0f;
public void Trigger(IEntity user)
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
EntitySystem.Get<TriggerSystem>().HandleTimerTrigger(TimeSpan.FromSeconds(_delay), user, Owner);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Trigger(eventArgs.User);
return true;
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Camera;
using Content.Server.Explosion.Components;
using Content.Shared.Acts;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Explosion
{
public static class ExplosionHelper
{
/// <summary>
/// Distance used for camera shake when distance from explosion is (0.0, 0.0).
/// Avoids getting NaN values down the line from doing math on (0.0, 0.0).
/// </summary>
private static readonly Vector2 EpicenterDistance = (0.1f, 0.1f);
/// <summary>
/// Chance of a tile breaking if the severity is Light and Heavy
/// </summary>
private static readonly float LightBreakChance = 0.3f;
private static readonly float HeavyBreakChance = 0.8f;
private static bool IgnoreExplosivePassable(IEntity e) => e.HasTag("ExplosivePassable");
private static ExplosionSeverity CalculateSeverity(float distance, float devastationRange, float heaveyRange)
{
if (distance < devastationRange)
{
return ExplosionSeverity.Destruction;
}
else if (distance < heaveyRange)
{
return ExplosionSeverity.Heavy;
}
else
{
return ExplosionSeverity.Light;
}
}
/// <summary>
/// Damage entities inside the range. The damage depends on a discrete
/// damage bracket [light, heavy, devastation] and the distance from the epicenter
/// </summary>
/// <returns>
/// A dictionary of coordinates relative to the parents of every grid of entities that survived the explosion,
/// have an airtight component and are currently blocking air. Like a wall.
/// </returns>
private static void DamageEntitiesInRange(EntityCoordinates epicenter, Box2 boundingBox,
float devastationRange,
float heaveyRange,
float maxRange,
MapId mapId)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
var exAct = EntitySystem.Get<ActSystem>();
var entitiesInRange = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(mapId, boundingBox, 0).ToList();
var impassableEntities = new List<Tuple<IEntity, float>>();
var nonImpassableEntities = new List<Tuple<IEntity, float>>();
// TODO: Given this seems to rely on physics it should just query directly like everything else.
// The entities are paired with their distance to the epicenter
// and splitted into two lists based on if they are Impassable or not
foreach (var entity in entitiesInRange)
{
if (entity.Deleted || !entity.Transform.IsMapTransform)
{
continue;
}
if (!entity.Transform.Coordinates.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
{
continue;
}
if (!entity.TryGetComponent(out PhysicsComponent? body) || body.Fixtures.Count < 1)
{
continue;
}
if ((body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{
impassableEntities.Add(Tuple.Create(entity, distance));
}
else
{
nonImpassableEntities.Add(Tuple.Create(entity, distance));
}
}
// The Impassable entities are sorted in descending order
// Entities closer to the epicenter are first
impassableEntities.Sort((x, y) => x.Item2.CompareTo(y.Item2));
// Impassable entities are handled first. If they are damaged enough, they are destroyed and they may
// be able to spawn a new entity. I.e Wall -> Girder.
// Girder has a tag ExplosivePassable, and the predicate make it so the entities with this tag are ignored
var epicenterMapPos = epicenter.ToMap(entityManager);
foreach (var (entity, distance) in impassableEntities)
{
if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
continue;
}
exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
}
// Impassable entities were handled first so NonImpassable entities have a bigger chance to get hit. As now
// there are probably more ExplosivePassable entities around
foreach (var (entity, distance) in nonImpassableEntities)
{
if (!entity.InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: true, predicate: IgnoreExplosivePassable))
{
continue;
}
exAct.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heaveyRange));
}
}
/// <summary>
/// Damage tiles inside the range. The type of tile can change depending on a discrete
/// damage bracket [light, heavy, devastation], the distance from the epicenter and
/// a probabilty bracket [<see cref="LightBreakChance"/>, <see cref="HeavyBreakChance"/>, 1.0].
/// </summary>
///
private static void DamageTilesInRange(EntityCoordinates epicenter,
GridId gridId,
Box2 boundingBox,
float devastationRange,
float heaveyRange,
float maxRange)
{
var mapManager = IoCManager.Resolve<IMapManager>();
if (!mapManager.TryGetGrid(gridId, out var mapGrid))
{
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(mapGrid.GridEntityId, out var grid))
{
return;
}
var robustRandom = IoCManager.Resolve<IRobustRandom>();
var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
var tilesInGridAndCircle = mapGrid.GetTilesIntersecting(boundingBox);
var epicenterMapPos = epicenter.ToMap(entityManager);
foreach (var tile in tilesInGridAndCircle)
{
var tileLoc = mapGrid.GridTileToLocal(tile.GridIndices);
if (!tileLoc.TryDistance(entityManager, epicenter, out var distance) || distance > maxRange)
{
continue;
}
if (tile.IsBlockedTurf(false))
{
continue;
}
if (!tileLoc.ToMap(entityManager).InRangeUnobstructed(epicenterMapPos, maxRange, ignoreInsideBlocker: false, predicate: IgnoreExplosivePassable))
{
continue;
}
var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
var baseTurfs = tileDef.BaseTurfs;
if (baseTurfs.Count == 0)
{
continue;
}
var zeroTile = new Robust.Shared.Map.Tile(tileDefinitionManager[baseTurfs[0]].TileId);
var previousTile = new Robust.Shared.Map.Tile(tileDefinitionManager[baseTurfs[^1]].TileId);
var severity = CalculateSeverity(distance, devastationRange, heaveyRange);
switch (severity)
{
case ExplosionSeverity.Light:
if (!previousTile.IsEmpty && robustRandom.Prob(LightBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Heavy:
if (!previousTile.IsEmpty && robustRandom.Prob(HeavyBreakChance))
{
mapGrid.SetTile(tileLoc, previousTile);
}
break;
case ExplosionSeverity.Destruction:
mapGrid.SetTile(tileLoc, zeroTile);
break;
}
}
}
private static void CameraShakeInRange(EntityCoordinates epicenter, float maxRange)
{
var playerManager = IoCManager.Resolve<IPlayerManager>();
var players = playerManager.GetPlayersInRange(epicenter, (int) Math.Ceiling(maxRange));
foreach (var player in players)
{
if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
{
continue;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var playerPos = player.AttachedEntity.Transform.WorldPosition;
var delta = epicenter.ToMapPos(entityManager) - playerPos;
//Change if zero. Will result in a NaN later breaking camera shake if not changed
if (delta.EqualsApprox((0.0f, 0.0f)))
delta = EpicenterDistance;
var distance = delta.LengthSquared;
var effect = 10 * (1 / (1 + distance));
if (effect > 0.01f)
{
var kick = -delta.Normalized * effect;
recoil.Kick(kick);
}
}
}
private static void FlashInRange(EntityCoordinates epicenter, float flashrange)
{
if (flashrange > 0)
{
var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
var time = IoCManager.Resolve<IGameTiming>().CurTime;
var message = new EffectSystemMessage
{
EffectSprite = "Effects/explosion.rsi",
RsiState = "explosionfast",
Born = time,
DeathTime = time + TimeSpan.FromSeconds(5),
Size = new Vector2(flashrange / 2, flashrange / 2),
Coordinates = epicenter,
Rotation = 0f,
ColorDelta = new Vector4(0, 0, 0, -1500f),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), 0.5f),
Shaded = false
};
entitySystemManager.GetEntitySystem<EffectSystem>().CreateParticle(message);
}
}
public static void SpawnExplosion(this IEntity entity, int devastationRange = 0, int heavyImpactRange = 0,
int lightImpactRange = 0, int flashRange = 0)
{
// If you want to directly set off the explosive
if (!entity.Deleted && entity.TryGetComponent(out ExplosiveComponent? explosive) && !explosive.Exploding)
{
explosive.Explosion();
}
else
{
while (entity.TryGetContainer(out var cont))
{
entity = cont.Owner;
}
var epicenter = entity.Transform.Coordinates;
SpawnExplosion(epicenter, devastationRange, heavyImpactRange, lightImpactRange, flashRange);
}
}
public static void SpawnExplosion(EntityCoordinates epicenter, int devastationRange = 0,
int heavyImpactRange = 0, int lightImpactRange = 0, int flashRange = 0)
{
var mapId = epicenter.GetMapId(IoCManager.Resolve<IEntityManager>());
if (mapId == MapId.Nullspace)
{
return;
}
var maxRange = MathHelper.Max(devastationRange, heavyImpactRange, lightImpactRange, 0);
var entityManager = IoCManager.Resolve<IEntityManager>();
var mapManager = IoCManager.Resolve<IMapManager>();
var epicenterMapPos = epicenter.ToMapPos(entityManager);
var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
epicenterMapPos + new Vector2(maxRange, maxRange));
SoundSystem.Play(Filter.Broadcast(), "/Audio/Effects/explosion.ogg", epicenter);
DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
var mapGridsNear = mapManager.FindGridsIntersecting(mapId, boundingBox);
foreach (var gridId in mapGridsNear)
{
DamageTilesInRange(epicenter, gridId.Index, boundingBox, devastationRange, heavyImpactRange, maxRange);
}
CameraShakeInRange(epicenter, maxRange);
FlashInRange(epicenter, flashRange);
}
}
}

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using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Timing;
namespace Content.Server.Explosion
{
/// <summary>
/// This interface gives components behavior when being "triggered" by timer or other conditions
/// </summary>
public interface ITimerTrigger
{
/// <summary>
/// Called when one object is triggering some event
/// </summary>
bool Trigger(TimerTriggerEventArgs eventArgs);
}
public class TimerTriggerEventArgs : EventArgs
{
public TimerTriggerEventArgs(IEntity user, IEntity source)
{
User = user;
Source = source;
}
public IEntity User { get; set; }
public IEntity Source { get; set; }
}
[UsedImplicitly]
public sealed class TriggerSystem : EntitySystem
{
public void HandleTimerTrigger(TimeSpan delay, IEntity user, IEntity trigger)
{
Timer.Spawn(delay, () =>
{
var timerTriggerEventArgs = new TimerTriggerEventArgs(user, trigger);
var timerTriggers = trigger.GetAllComponents<ITimerTrigger>().ToList();
foreach (var timerTrigger in timerTriggers)
{
if (timerTrigger.Trigger(timerTriggerEventArgs))
{
// If an IOnTimerTrigger returns a status completion we finish our trigger
return;
}
}
});
}
}
}