forked from space-syndicate/space-station-14
@@ -1,569 +0,0 @@
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using System.Linq;
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using Content.Server.Explosion.Components;
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using Content.Server.Throwing;
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using Content.Shared.Damage;
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using Content.Shared.Explosion;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem : EntitySystem
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{
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/// <summary>
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/// Used to identify explosions when communicating with the client. Might be needed if more than one explosion is spawned in a single tick.
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/// </summary>
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/// <remarks>
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/// Overflowing back to 0 should cause no issue, as long as you don't have more than 256 explosions happening in a single tick.
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/// </remarks>
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private byte _explosionCounter = 0;
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// maybe should just use a UID/explosion-entity and a state to convey information?
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// but then need to ignore PVS? Eeehh this works well enough for now.
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/// <summary>
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/// Arbitrary definition for when an explosion is large enough to require separating the area/tile-finding and
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/// the processing into separate ticks.
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/// </summary>
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/// <remarks>
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/// Only used when the explosion processing is not limited by time.
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/// </remarks>
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public const int NukeArea = 400;
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/// <summary>
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/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
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/// </summary>
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internal readonly Stopwatch Stopwatch = new();
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/// <summary>
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/// How many tiles to explode before checking the stopwatch timer
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/// </summary>
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internal static int TileCheckIteration = 1;
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/// <summary>
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/// Queue for delayed processing of explosions. If there is an explosion that covers more than <see
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/// cref="TilesPerTick"/> tiles, other explosions will actually be delayed slightly. Unless it's a station
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/// nuke, this delay should never really be noticeable.
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/// </summary>
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private Queue<Func<Explosion?>> _explosionQueue = new();
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/// <summary>
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/// The explosion currently being processed.
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/// </summary>
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private Explosion? _activeExplosion;
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/// <summary>
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/// While processing an explosion, the "progress" is sent to clients, so that the explosion fireball effect
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/// syncs up with the damage. When the tile iteration increments, an update needs to be sent to clients.
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/// This integer keeps track of the last value sent to clients.
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/// </summary>
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private int _previousTileIteration;
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/// <summary>
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/// Process the explosion queue.
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/// </summary>
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public override void Update(float frameTime)
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{
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if (_activeExplosion == null && _explosionQueue.Count == 0)
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// nothing to do
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return;
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Stopwatch.Restart();
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var x = Stopwatch.Elapsed.TotalMilliseconds;
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var availableTime = MaxProcessingTime;
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var tilesRemaining = TilesPerTick;
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while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds)
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{
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// if there is no active explosion, get a new one to process
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if (_activeExplosion == null)
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{
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// EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
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// there is at-least 1ms of time left before creating a new explosion
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if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
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break;
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if (!_explosionQueue.TryDequeue(out var spawnNextExplosion))
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break;
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_activeExplosion = spawnNextExplosion();
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// explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion
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// intensity).
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if (_activeExplosion == null)
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continue;
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_explosionCounter++;
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_previousTileIteration = 0;
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// just a lil nap
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if (SleepNodeSys)
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{
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_nodeGroupSystem.Snoozing = true;
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// snooze grid-chunk regeneration?
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// snooze power network (recipients look for new suppliers as wires get destroyed).
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}
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// if this is a single-tick explosion (i.e., not severely limited by number of tiles per tick or
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// processing time, we want to process large explosion on a tick separate from the one they were
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// generated on.
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if (_activeExplosion.Area > NukeArea
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&& MaxProcessingTime >= _gameTiming.TickPeriod.TotalMilliseconds)
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{
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// start processing next turn.
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break;
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}
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}
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var processed = _activeExplosion.Proccess(tilesRemaining);
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tilesRemaining -= processed;
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// has the explosion finished processing?
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if (_activeExplosion.FinishedProcessing)
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_activeExplosion = null;
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}
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Logger.InfoS("Explosion", $"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms");
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// we have finished processing our tiles. Is there still an ongoing explosion?
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if (_activeExplosion != null)
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{
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// update the client explosion overlays. This ensures that the fire-effects sync up with the entities currently being damaged.
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if (_previousTileIteration == _activeExplosion.CurrentIteration)
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return;
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_previousTileIteration = _activeExplosion.CurrentIteration;
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RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, _previousTileIteration + 1));
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return;
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}
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if (_explosionQueue.Count > 0)
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return;
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// We have finished processing all explosions. Clear client explosion overlays
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RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue));
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//wakey wakey
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_nodeGroupSystem.Snoozing = false;
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}
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/// <summary>
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/// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted
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/// by an explosion).
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/// </summary>
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/// <remarks>
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/// Used for a variation of <see cref="TurfHelpers.IsBlockedTurf()"/> that makes use of the fact that we have
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/// already done an entity lookup on a tile, and don't need to do so again.
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/// </remarks>
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public bool IsBlockingTurf(EntityUid uid)
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{
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if (EntityManager.IsQueuedForDeletion(uid))
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return false;
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if (!TryComp(uid, out IPhysBody? body))
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return false;
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return body.CanCollide && body.Hard && (body.CollisionLayer & (int) CollisionGroup.Impassable) != 0;
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}
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/// <summary>
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/// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects.
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/// </summary>
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/// <returns>True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity</returns>
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internal bool ExplodeTile(EntityLookupComponent lookup,
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IMapGrid grid,
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Vector2i tile,
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float intensity,
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float throwForce,
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DamageSpecifier damage,
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MapCoordinates epicenter,
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HashSet<EntityUid> processed,
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string id)
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{
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var gridBox = new Box2(tile * grid.TileSize, (tile + 1) * grid.TileSize);
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// get the entities on a tile. Note that we cannot process them directly, or we get
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// enumerator-changed-while-enumerating errors.
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List<EntityUid> list = new();
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_entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, entity => list.Add(entity));
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// process those entities
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foreach (var entity in list)
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{
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ProcessEntity(entity, epicenter, processed, damage, throwForce, id, false);
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}
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// process anchored entities
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var tileBlocked = false;
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foreach (var entity in grid.GetAnchoredEntities(tile).ToList())
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{
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ProcessEntity(entity, epicenter, processed, damage, throwForce, id, true);
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tileBlocked |= IsBlockingTurf(entity);
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}
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// Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from
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// windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a
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// prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort
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// of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need
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// to be thrown.
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//
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// All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming.
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// (unless its a REALLY big explosion)
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if (throwForce <= 0)
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return !tileBlocked;
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list.Clear();
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_entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, entity => list.Add(entity));
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foreach (var e in list)
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{
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// Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
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// they handle their own damage pass-through.
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ProcessEntity(e, epicenter, processed, null, throwForce, id, false);
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}
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return !tileBlocked;
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}
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/// <summary>
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/// Same as <see cref="ExplodeTile"/>, but for SPAAAAAAACE.
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/// </summary>
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internal void ExplodeSpace(EntityLookupComponent lookup,
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Matrix3 spaceMatrix,
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Matrix3 invSpaceMatrix,
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Vector2i tile,
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float intensity,
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float throwForce,
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DamageSpecifier damage,
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MapCoordinates epicenter,
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HashSet<EntityUid> processed,
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string id)
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{
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var gridBox = new Box2(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize));
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var worldBox = spaceMatrix.TransformBox(gridBox);
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List<EntityUid> list = new();
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EntityUidQueryCallback callback = uid =>
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{
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if (gridBox.Contains(invSpaceMatrix.Transform(Transform(uid).WorldPosition)))
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list.Add(uid);
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};
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_entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback);
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foreach (var entity in list)
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{
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ProcessEntity(entity, epicenter, processed, damage, throwForce, id, false);
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}
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if (throwForce <= 0)
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return;
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list.Clear();
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_entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback);
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foreach (var entity in list)
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{
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ProcessEntity(entity, epicenter, processed, null, throwForce, id, false);
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}
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}
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/// <summary>
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/// This function actually applies the explosion affects to an entity.
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/// </summary>
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private void ProcessEntity(EntityUid uid, MapCoordinates epicenter, HashSet<EntityUid> processed, DamageSpecifier? damage, float throwForce, string id, bool anchored)
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{
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// check whether this is a valid target, and whether we have already damaged this entity (can happen with
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// explosion-throwing).
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if (!anchored && _containerSystem.IsEntityInContainer(uid) || !processed.Add(uid))
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return;
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// damage
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if (damage != null)
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{
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var ev = new GetExplosionResistanceEvent(id);
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RaiseLocalEvent(uid, ev, false);
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var coeff = Math.Clamp(0, 1 - ev.Resistance, 1);
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if (!MathHelper.CloseTo(0, coeff))
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_damageableSystem.TryChangeDamage(uid, damage * coeff, ignoreResistances: true);
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}
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// throw
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if (!anchored
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&& throwForce > 0
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&& !EntityManager.IsQueuedForDeletion(uid)
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&& HasComp<ExplosionLaunchedComponent>(uid)
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&& TryComp(uid, out TransformComponent? transform))
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{
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uid.TryThrow(transform.WorldPosition - epicenter.Position, throwForce);
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}
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// TODO EXPLOSION puddle / flammable ignite?
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// TODO EXPLOSION deaf/ear damage? other explosion effects?
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}
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/// <summary>
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/// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the
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/// grid tile.
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/// </summary>
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public void DamageFloorTile(TileRef tileRef,
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float intensity,
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List<(Vector2i GridIndices, Tile Tile)> damagedTiles,
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ExplosionPrototype type)
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{
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var tileDef = _tileDefinitionManager[tileRef.Tile.TypeId];
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while (_robustRandom.Prob(type.TileBreakChance(intensity)))
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{
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intensity -= type.TileBreakRerollReduction;
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if (tileDef is not ContentTileDefinition contentTileDef)
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break;
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// does this have a base-turf that we can break it down to?
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if (contentTileDef.BaseTurfs.Count == 0)
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break;
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tileDef = _tileDefinitionManager[contentTileDef.BaseTurfs[^1]];
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}
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if (tileDef.TileId == tileRef.Tile.TypeId)
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return;
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damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId)));
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}
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}
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/// <summary>
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/// This is a data class that stores information about the area affected by an explosion, for processing by <see
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/// cref="ExplosionSystem"/>.
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/// </summary>
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/// <remarks>
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/// This is basically the output of <see cref="ExplosionSystem.GetExplosionTiles()"/>, but wrapped in an enumerator
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/// to iterate over the tiles, along with the ability to keep track of what entities have already been damaged by
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/// this explosion.
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/// </remarks>
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sealed class Explosion
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{
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struct ExplosionData
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{
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public EntityLookupComponent Lookup;
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public Dictionary<int, List<Vector2i>> TileLists;
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public IMapGrid? MapGrid;
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}
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/// <summary>
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/// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the
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/// explosion throws this entity, as then it will be moving while the explosion is happening.
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/// </summary>
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public readonly HashSet<EntityUid> ProcessedEntities = new();
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/// <summary>
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/// This integer tracks how much of this explosion has been processed.
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/// </summary>
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public int CurrentIteration { get; private set; } = 0;
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public readonly ExplosionPrototype ExplosionType;
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public readonly MapCoordinates Epicenter;
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private readonly Matrix3 _spaceMatrix;
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private readonly Matrix3 _invSpaceMatrix;
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private readonly List<ExplosionData> _explosionData = new();
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private readonly List<float> _tileSetIntensity;
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public bool FinishedProcessing;
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// shitty enumerator implementation
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private DamageSpecifier _currentDamage = default!;
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||||
private EntityLookupComponent _currentLookup = default!;
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private IMapGrid? _currentGrid;
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private float _currentIntensity;
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private float _currentThrowForce;
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private List<Vector2i>.Enumerator _currentEnumerator;
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private int _currentDataIndex;
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private Dictionary<IMapGrid, List<(Vector2i, Tile)>> _tileUpdateDict = new();
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public int Area;
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private readonly ExplosionSystem _system;
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public Explosion(ExplosionSystem system,
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ExplosionPrototype explosionType,
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SpaceExplosion? spaceData,
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List<GridExplosion> gridData,
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List<float> tileSetIntensity,
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||||
MapCoordinates epicenter,
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||||
Matrix3 spaceMatrix,
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||||
int area)
|
||||
{
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||||
_system = system;
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||||
ExplosionType = explosionType;
|
||||
_tileSetIntensity = tileSetIntensity;
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||||
Epicenter = epicenter;
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Area = area;
|
||||
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var entityMan = IoCManager.Resolve<IEntityManager>();
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||||
var mapMan = IoCManager.Resolve<IMapManager>();
|
||||
|
||||
if (spaceData != null)
|
||||
{
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||||
var mapUid = mapMan.GetMapEntityId(epicenter.MapId);
|
||||
|
||||
_explosionData.Add(new()
|
||||
{
|
||||
TileLists = spaceData.TileLists,
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||||
Lookup = entityMan.GetComponent<EntityLookupComponent>(mapUid),
|
||||
MapGrid = null
|
||||
});
|
||||
|
||||
_spaceMatrix = spaceMatrix;
|
||||
_invSpaceMatrix = Matrix3.Invert(spaceMatrix);
|
||||
}
|
||||
|
||||
foreach (var grid in gridData)
|
||||
{
|
||||
_explosionData.Add(new()
|
||||
{
|
||||
TileLists = grid.TileLists,
|
||||
Lookup = entityMan.GetComponent<EntityLookupComponent>(grid.Grid.GridEntityId),
|
||||
MapGrid = grid.Grid
|
||||
});
|
||||
}
|
||||
|
||||
TryGetNextTileEnumerator();
|
||||
}
|
||||
|
||||
private bool TryGetNextTileEnumerator()
|
||||
{
|
||||
while (CurrentIteration < _tileSetIntensity.Count)
|
||||
{
|
||||
_currentIntensity = _tileSetIntensity[CurrentIteration];
|
||||
_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
|
||||
_currentThrowForce = Area > _system.ThrowLimit ? 0 : 10 * MathF.Sqrt(_currentIntensity);
|
||||
|
||||
// for each grid/space tile set
|
||||
while (_currentDataIndex < _explosionData.Count)
|
||||
{
|
||||
// try get any tile hash-set corresponding to this intensity
|
||||
var tileSets = _explosionData[_currentDataIndex].TileLists;
|
||||
if (!tileSets.TryGetValue(CurrentIteration, out var tileList))
|
||||
{
|
||||
_currentDataIndex++;
|
||||
continue;
|
||||
}
|
||||
|
||||
_currentEnumerator = tileList.GetEnumerator();
|
||||
_currentLookup = _explosionData[_currentDataIndex].Lookup;
|
||||
_currentGrid = _explosionData[_currentDataIndex].MapGrid;
|
||||
|
||||
_currentDataIndex++;
|
||||
return true;
|
||||
}
|
||||
|
||||
// this explosion intensity has been fully processed, move to the next one
|
||||
CurrentIteration++;
|
||||
_currentDataIndex = 0;
|
||||
}
|
||||
|
||||
// no more explosion data to process
|
||||
FinishedProcessing = true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool MoveNext()
|
||||
{
|
||||
if (FinishedProcessing)
|
||||
return false;
|
||||
|
||||
while (!FinishedProcessing)
|
||||
{
|
||||
if (_currentEnumerator.MoveNext())
|
||||
return true;
|
||||
else
|
||||
TryGetNextTileEnumerator();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public int Proccess(int processingTarget)
|
||||
{
|
||||
// In case the explosion terminated early last tick due to exceeding the allocated processing time, use this
|
||||
// time to update the tiles.
|
||||
SetTiles();
|
||||
|
||||
int processed;
|
||||
for (processed = 0; processed < processingTarget; processed++)
|
||||
{
|
||||
if (processed % ExplosionSystem.TileCheckIteration == 0 &&
|
||||
_system.Stopwatch.Elapsed.TotalMilliseconds > _system.MaxProcessingTime)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (_currentGrid != null &&
|
||||
_currentGrid.TryGetTileRef(_currentEnumerator.Current, out var tileRef) &&
|
||||
!tileRef.Tile.IsEmpty)
|
||||
{
|
||||
if (!_tileUpdateDict.TryGetValue(_currentGrid, out var tileUpdateList))
|
||||
{
|
||||
tileUpdateList = new();
|
||||
_tileUpdateDict[_currentGrid] = tileUpdateList;
|
||||
}
|
||||
|
||||
var canDamageFloor = _system.ExplodeTile(_currentLookup,
|
||||
_currentGrid,
|
||||
_currentEnumerator.Current,
|
||||
_currentIntensity,
|
||||
_currentThrowForce,
|
||||
_currentDamage,
|
||||
Epicenter,
|
||||
ProcessedEntities,
|
||||
ExplosionType.ID);
|
||||
|
||||
if (canDamageFloor)
|
||||
_system.DamageFloorTile(tileRef, _currentIntensity, tileUpdateList, ExplosionType);
|
||||
}
|
||||
else
|
||||
{
|
||||
_system.ExplodeSpace(_currentLookup,
|
||||
_spaceMatrix,
|
||||
_invSpaceMatrix,
|
||||
_currentEnumerator.Current,
|
||||
_currentIntensity,
|
||||
_currentThrowForce,
|
||||
_currentDamage,
|
||||
Epicenter,
|
||||
ProcessedEntities,
|
||||
ExplosionType.ID);
|
||||
}
|
||||
|
||||
if (!MoveNext())
|
||||
break;
|
||||
}
|
||||
|
||||
SetTiles();
|
||||
return processed;
|
||||
}
|
||||
|
||||
private void SetTiles()
|
||||
{
|
||||
if (!_system.IncrementalTileBreaking && !FinishedProcessing)
|
||||
return;
|
||||
|
||||
foreach (var (grid, list) in _tileUpdateDict)
|
||||
{
|
||||
if (list.Count > 0)
|
||||
{
|
||||
grid.SetTiles(list);
|
||||
}
|
||||
}
|
||||
_tileUpdateDict.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user