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- using System.Linq;
- using System.Numerics;
- using Content.Server.Atmos.EntitySystems;
- using Content.Server.Explosion.Components;
- using Content.Shared.CCVar;
- using Content.Shared.Damage;
- using Content.Shared.Database;
- using Content.Shared.Explosion;
- using Content.Shared.Explosion.Components;
- using Content.Shared.Explosion.EntitySystems;
- using Content.Shared.Maps;
- using Content.Shared.Physics;
- using Content.Shared.Projectiles;
- using Content.Shared.Tag;
- using Robust.Shared.Map;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Dynamics;
- using Robust.Shared.Player;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
- namespace Content.Server.Explosion.EntitySystems;
- public sealed partial class ExplosionSystem
- {
- [Dependency] private readonly FlammableSystem _flammableSystem = default!;
- /// <summary>
- /// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
- /// </summary>
- internal readonly Stopwatch Stopwatch = new();
- /// <summary>
- /// How many tiles to explode before checking the stopwatch timer
- /// </summary>
- internal static int TileCheckIteration = 1;
- /// <summary>
- /// Queue for delayed processing of explosions. If there is an explosion that covers more than <see
- /// cref="TilesPerTick"/> tiles, other explosions will actually be delayed slightly. Unless it's a station
- /// nuke, this delay should never really be noticeable.
- /// This is also used to combine explosion intensities of the same kind.
- /// </summary>
- private Queue<QueuedExplosion> _explosionQueue = new();
- /// <summary>
- /// All queued explosions that will be processed in <see cref="_explosionQueue"/>.
- /// These always have the same contents.
- /// </summary>
- private HashSet<QueuedExplosion> _queuedExplosions = new();
- /// <summary>
- /// The explosion currently being processed.
- /// </summary>
- private Explosion? _activeExplosion;
- /// <summary>
- /// This list is used when raising <see cref="BeforeExplodeEvent"/> to avoid allocating a new list per event.
- /// </summary>
- private readonly List<EntityUid> _containedEntities = new();
- private readonly List<(EntityUid, DamageSpecifier)> _toDamage = new();
- private List<EntityUid> _anchored = new();
- private void OnMapChanged(MapChangedEvent ev)
- {
- // If a map was deleted, check the explosion currently being processed belongs to that map.
- if (ev.Created)
- return;
- if (_activeExplosion?.Epicenter.MapId != ev.Map)
- return;
- QueueDel(_activeExplosion.VisualEnt);
- _activeExplosion = null;
- _nodeGroupSystem.PauseUpdating = false;
- _pathfindingSystem.PauseUpdating = false;
- }
- /// <summary>
- /// Process the explosion queue.
- /// </summary>
- public override void Update(float frameTime)
- {
- if (_activeExplosion == null && _explosionQueue.Count == 0)
- // nothing to do
- return;
- Stopwatch.Restart();
- var x = Stopwatch.Elapsed.TotalMilliseconds;
- var tilesRemaining = TilesPerTick;
- while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds)
- {
- // if there is no active explosion, get a new one to process
- if (_activeExplosion == null)
- {
- // EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
- // there is at-least 1ms of time left before creating a new explosion
- if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
- break;
- if (!_explosionQueue.TryDequeue(out var queued))
- break;
- _queuedExplosions.Remove(queued);
- _activeExplosion = SpawnExplosion(queued);
- // explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion
- // intensity).
- if (_activeExplosion == null)
- continue;
- // just a lil nap
- if (SleepNodeSys)
- {
- _nodeGroupSystem.PauseUpdating = true;
- _pathfindingSystem.PauseUpdating = true;
- // snooze grid-chunk regeneration?
- // snooze power network (recipients look for new suppliers as wires get destroyed).
- }
- if (_activeExplosion.Area > SingleTickAreaLimit)
- break; // start processing next turn.
- }
- // TODO EXPLOSION check if active explosion is on a paused map. If it is... I guess support swapping out &
- // storing the "currently active" explosion?
- #if EXCEPTION_TOLERANCE
- try
- {
- #endif
- var processed = _activeExplosion.Process(tilesRemaining);
- tilesRemaining -= processed;
- // has the explosion finished processing?
- if (_activeExplosion.FinishedProcessing)
- {
- var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
- comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
- _appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, int.MaxValue);
- _activeExplosion = null;
- }
- #if EXCEPTION_TOLERANCE
- }
- catch (Exception e)
- {
- // Ensure the system does not get stuck in an error-loop.
- if (_activeExplosion != null)
- QueueDel(_activeExplosion.VisualEnt);
- _activeExplosion = null;
- _nodeGroupSystem.PauseUpdating = false;
- _pathfindingSystem.PauseUpdating = false;
- throw;
- }
- #endif
- }
- Log.Info($"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms");
- // we have finished processing our tiles. Is there still an ongoing explosion?
- if (_activeExplosion != null)
- {
- _appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, _activeExplosion.CurrentIteration + 1);
- return;
- }
- if (_explosionQueue.Count > 0)
- return;
- //wakey wakey
- _nodeGroupSystem.PauseUpdating = false;
- _pathfindingSystem.PauseUpdating = false;
- }
- /// <summary>
- /// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted
- /// by an explosion).
- /// </summary>
- /// <remarks>
- /// Used for a variation of <see cref="TurfHelpers.IsBlockedTurf()"/> that makes use of the fact that we have
- /// already done an entity lookup on a tile, and don't need to do so again.
- /// </remarks>
- public bool IsBlockingTurf(EntityUid uid)
- {
- if (EntityManager.IsQueuedForDeletion(uid))
- return false;
- if (!_physicsQuery.TryGetComponent(uid, out var physics))
- return false;
- return physics.CanCollide && physics.Hard && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0;
- }
- /// <summary>
- /// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects.
- /// </summary>
- /// <returns>True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity</returns>
- internal bool ExplodeTile(BroadphaseComponent lookup,
- Entity<MapGridComponent> grid,
- Vector2i tile,
- float throwForce,
- DamageSpecifier damage,
- MapCoordinates epicenter,
- HashSet<EntityUid> processed,
- string id,
- float? fireStacks,
- EntityUid? cause)
- {
- var size = grid.Comp.TileSize;
- var gridBox = new Box2(tile * size, (tile + 1) * size);
- // get the entities on a tile. Note that we cannot process them directly, or we get
- // enumerator-changed-while-enumerating errors.
- List<(EntityUid, TransformComponent)> list = new();
- var state = (list, processed, EntityManager.TransformQuery);
- // get entities:
- lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- lookup.StaticSundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- // process those entities
- foreach (var (uid, xform) in list)
- {
- ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks, cause);
- }
- // process anchored entities
- var tileBlocked = false;
- _anchored.Clear();
- _map.GetAnchoredEntities(grid, tile, _anchored);
- foreach (var entity in _anchored)
- {
- processed.Add(entity);
- ProcessEntity(entity, epicenter, damage, throwForce, id, null, fireStacks, cause);
- }
- // Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for
- // the purposes of destroying floors. Again, ideally the process of damaging an entity should somehow return
- // information about the entities that were spawned as a result, but without that information we just have to
- // re-check for new anchored entities. Compared to entity spawning & deleting, this should still be relatively minor.
- if (_anchored.Count > 0)
- {
- _anchored.Clear();
- _map.GetAnchoredEntities(grid, tile, _anchored);
- foreach (var entity in _anchored)
- {
- tileBlocked |= IsBlockingTurf(entity);
- }
- }
- // Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from
- // windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a
- // prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort
- // of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need
- // to be thrown.
- //
- // All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming.
- // And throwing is disabled for nukes anyways.
- if (throwForce <= 0)
- return !tileBlocked;
- list.Clear();
- lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
- foreach (var (uid, xform) in list)
- {
- // Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
- // they should handle their own damage pass-through, with their own damage reduction calculation.
- ProcessEntity(uid, epicenter, null, throwForce, id, xform, null, cause);
- }
- return !tileBlocked;
- }
- private static bool GridQueryCallback(
- ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
- in EntityUid uid)
- {
- if (state.Processed.Add(uid) && state.XformQuery.TryGetComponent(uid, out var xform))
- state.List.Add((uid, xform));
- return true;
- }
- private static bool GridQueryCallback(
- ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, EntityQuery<TransformComponent> XformQuery) state,
- in FixtureProxy proxy)
- {
- var owner = proxy.Entity;
- return GridQueryCallback(ref state, in owner);
- }
- /// <summary>
- /// Same as <see cref="ExplodeTile"/>, but for SPAAAAAAACE.
- /// </summary>
- internal void ExplodeSpace(BroadphaseComponent lookup,
- Matrix3x2 spaceMatrix,
- Matrix3x2 invSpaceMatrix,
- Vector2i tile,
- float throwForce,
- DamageSpecifier damage,
- MapCoordinates epicenter,
- HashSet<EntityUid> processed,
- string id,
- float? fireStacks,
- EntityUid? cause)
- {
- var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
- var worldBox = spaceMatrix.TransformBox(gridBox);
- var list = new List<(EntityUid, TransformComponent)>();
- var state = (list, processed, invSpaceMatrix, lookup.Owner, EntityManager.TransformQuery, gridBox, _transformSystem);
- // get entities:
- lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- lookup.StaticSundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- foreach (var (uid, xform) in state.Item1)
- {
- processed.Add(uid);
- ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks, cause);
- }
- if (throwForce <= 0)
- return;
- // Also, throw any entities that were spawned as shrapnel. Compared to entity spawning & destruction, this extra
- // lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
- list.Clear();
- lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
- foreach (var (uid, xform) in list)
- {
- ProcessEntity(uid, epicenter, null, throwForce, id, xform, fireStacks, cause);
- }
- }
- private static bool SpaceQueryCallback(
- ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, Matrix3x2 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox, SharedTransformSystem System) state,
- in EntityUid uid)
- {
- if (state.Processed.Contains(uid))
- return true;
- var xform = state.XformQuery.GetComponent(uid);
- if (xform.ParentUid == state.LookupOwner)
- {
- // parented directly to the map, use local position
- if (state.GridBox.Contains(Vector2.Transform(xform.LocalPosition, state.InvSpaceMatrix)))
- state.List.Add((uid, xform));
- return true;
- }
- // finally check if it intersects our tile
- var wpos = state.System.GetWorldPosition(xform);
- if (state.GridBox.Contains(Vector2.Transform(wpos, state.InvSpaceMatrix)))
- state.List.Add((uid, xform));
- return true;
- }
- private static bool SpaceQueryCallback(
- ref (List<(EntityUid, TransformComponent)> List, HashSet<EntityUid> Processed, Matrix3x2 InvSpaceMatrix, EntityUid LookupOwner, EntityQuery<TransformComponent> XformQuery, Box2 GridBox, SharedTransformSystem System) state,
- in FixtureProxy proxy)
- {
- var uid = proxy.Entity;
- return SpaceQueryCallback(ref state, in uid);
- }
- private DamageSpecifier GetDamage(EntityUid uid,
- string id, DamageSpecifier damage)
- {
- // TODO Explosion Performance
- // Cache this? I.e., instead of raising an event, check for a component?
- var resistanceEv = new GetExplosionResistanceEvent(id);
- RaiseLocalEvent(uid, ref resistanceEv);
- resistanceEv.DamageCoefficient = Math.Max(0, resistanceEv.DamageCoefficient);
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (resistanceEv.DamageCoefficient != 1)
- damage *= resistanceEv.DamageCoefficient;
- return damage;
- }
- private void GetEntitiesToDamage(EntityUid uid, DamageSpecifier originalDamage, string prototype)
- {
- _toDamage.Clear();
- // don't raise BeforeExplodeEvent if the entity is completely immune to explosions
- var thisDamage = GetDamage(uid, prototype, originalDamage);
- if (thisDamage.Empty)
- return;
- _toDamage.Add((uid, thisDamage));
- for (var i = 0; i < _toDamage.Count; i++)
- {
- var (ent, damage) = _toDamage[i];
- _containedEntities.Clear();
- var ev = new BeforeExplodeEvent(damage, prototype, _containedEntities);
- RaiseLocalEvent(ent, ref ev);
- if (_containedEntities.Count == 0)
- continue;
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (ev.DamageCoefficient != 1)
- damage *= ev.DamageCoefficient;
- _toDamage.EnsureCapacity(_toDamage.Count + _containedEntities.Count);
- foreach (var contained in _containedEntities)
- {
- var newDamage = GetDamage(contained, prototype, damage);
- _toDamage.Add((contained, newDamage));
- }
- }
- }
- /// <summary>
- /// This function actually applies the explosion affects to an entity.
- /// </summary>
- private void ProcessEntity(
- EntityUid uid,
- MapCoordinates epicenter,
- DamageSpecifier? originalDamage,
- float throwForce,
- string id,
- TransformComponent? xform,
- float? fireStacksOnIgnite,
- EntityUid? cause)
- {
- if (originalDamage != null)
- {
- GetEntitiesToDamage(uid, originalDamage, id);
- foreach (var (entity, damage) in _toDamage)
- {
- if (damage.GetTotal() > 0 && TryComp<ActorComponent>(entity, out var actorComponent))
- {
- // Log damage to player entities only, cause this will create a massive amount of log spam otherwise.
- if (cause != null)
- {
- _adminLogger.Add(LogType.ExplosionHit, LogImpact.Medium, $"Explosion of {ToPrettyString(cause):actor} dealt {damage.GetTotal()} damage to {ToPrettyString(entity):subject}");
- }
- else
- {
- _adminLogger.Add(LogType.ExplosionHit, LogImpact.Medium, $"Explosion at {epicenter:epicenter} dealt {damage.GetTotal()} damage to {ToPrettyString(entity):subject}");
- }
- }
- // TODO EXPLOSIONS turn explosions into entities, and pass the the entity in as the damage origin.
- _damageableSystem.TryChangeDamage(entity, damage * _damageableSystem.UniversalExplosionDamageModifier, ignoreResistances: true);
- }
- }
- // ignite
- if (fireStacksOnIgnite != null)
- {
- if (_flammableQuery.TryGetComponent(uid, out var flammable))
- {
- flammable.FireStacks += fireStacksOnIgnite.Value;
- _flammableSystem.Ignite(uid, uid, flammable);
- }
- }
- // throw
- if (xform != null // null implies anchored or in a container
- && !xform.Anchored
- && throwForce > 0
- && !EntityManager.IsQueuedForDeletion(uid)
- && _physicsQuery.TryGetComponent(uid, out var physics)
- && physics.BodyType == BodyType.Dynamic)
- {
- var pos = _transformSystem.GetWorldPosition(xform);
- var dir = pos - epicenter.Position;
- if (dir.IsLengthZero())
- dir = _robustRandom.NextVector2().Normalized();
- _throwingSystem.TryThrow(
- uid,
- dir,
- physics,
- xform,
- _projectileQuery,
- throwForce);
- }
- }
- /// <summary>
- /// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the
- /// grid tile.
- /// </summary>
- public void DamageFloorTile(TileRef tileRef,
- float effectiveIntensity,
- int maxTileBreak,
- bool canCreateVacuum,
- List<(Vector2i GridIndices, Tile Tile)> damagedTiles,
- ExplosionPrototype type)
- {
- if (_tileDefinitionManager[tileRef.Tile.TypeId] is not ContentTileDefinition tileDef
- || tileDef.Indestructible)
- return;
- if (!CanCreateVacuum)
- canCreateVacuum = false;
- else if (tileDef.MapAtmosphere)
- canCreateVacuum = true; // is already a vacuum.
- int tileBreakages = 0;
- while (maxTileBreak > tileBreakages && _robustRandom.Prob(type.TileBreakChance(effectiveIntensity)))
- {
- tileBreakages++;
- effectiveIntensity -= type.TileBreakRerollReduction;
- // does this have a base-turf that we can break it down to?
- if (string.IsNullOrEmpty(tileDef.BaseTurf))
- break;
- if (_tileDefinitionManager[tileDef.BaseTurf] is not ContentTileDefinition newDef)
- break;
- if (newDef.MapAtmosphere && !canCreateVacuum)
- break;
- tileDef = newDef;
- }
- if (tileDef.TileId == tileRef.Tile.TypeId)
- return;
- damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId)));
- }
- }
- /// <summary>
- /// This is a data class that stores information about the area affected by an explosion, for processing by <see
- /// cref="ExplosionSystem"/>.
- /// </summary>
- /// <remarks>
- /// This is basically the output of <see cref="ExplosionSystem.GetExplosionTiles()"/>, but with some utility functions for
- /// iterating over the tiles, along with the ability to keep track of what entities have already been damaged by
- /// this explosion.
- /// </remarks>
- sealed class Explosion
- {
- /// <summary>
- /// For every grid (+ space) that the explosion reached, this data struct stores information about the tiles and
- /// caches the entity-lookup component so that it doesn't have to be re-fetched for every tile.
- /// </summary>
- struct ExplosionData
- {
- /// <summary>
- /// The tiles that the explosion damaged, grouped by the iteration (can be thought of as the distance from the epicenter)
- /// </summary>
- public Dictionary<int, List<Vector2i>> TileLists;
- /// <summary>
- /// Lookup component for this grid (or space/map).
- /// </summary>
- public BroadphaseComponent Lookup;
- /// <summary>
- /// The actual grid that this corresponds to. If null, this implies space.
- /// </summary>
- public MapGridComponent? MapGrid;
- }
- private readonly List<ExplosionData> _explosionData = new();
- /// <summary>
- /// The explosion intensity associated with each tile iteration.
- /// </summary>
- private readonly List<float> _tileSetIntensity;
- /// <summary>
- /// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the
- /// explosion throws this entity, as then it will be moving while the explosion is happening.
- /// </summary>
- public readonly HashSet<EntityUid> ProcessedEntities = new();
- /// <summary>
- /// This integer tracks how much of this explosion has been processed.
- /// </summary>
- public int CurrentIteration { get; private set; } = 0;
- /// <summary>
- /// The prototype for this explosion. Determines tile break chance, damage, etc.
- /// </summary>
- public readonly ExplosionPrototype ExplosionType;
- /// <summary>
- /// The center of the explosion. Used for physics throwing. Also used to identify the map on which the explosion is happening.
- /// </summary>
- public readonly MapCoordinates Epicenter;
- /// <summary>
- /// The matrix that defines the reference frame for the explosion in space.
- /// </summary>
- private readonly Matrix3x2 _spaceMatrix;
- /// <summary>
- /// Inverse of <see cref="_spaceMatrix"/>
- /// </summary>
- private readonly Matrix3x2 _invSpaceMatrix;
- /// <summary>
- /// Have all the tiles on all the grids been processed?
- /// </summary>
- public bool FinishedProcessing;
- // Variables used for enumerating over tiles, grids, etc
- private DamageSpecifier _currentDamage = default!;
- #if DEBUG
- private DamageSpecifier? _expectedDamage;
- #endif
- private BroadphaseComponent _currentLookup = default!;
- private MapGridComponent? _currentGrid;
- private float _currentIntensity;
- private float _currentThrowForce;
- private List<Vector2i>.Enumerator _currentEnumerator;
- private int _currentDataIndex;
- /// <summary>
- /// The set of tiles that need to be updated when the explosion has finished processing. Used to avoid having
- /// the explosion trigger chunk regeneration & shuttle-system processing every tick.
- /// </summary>
- private readonly Dictionary<MapGridComponent, List<(Vector2i, Tile)>> _tileUpdateDict = new();
- // Entity Queries
- private readonly EntityQuery<TransformComponent> _xformQuery;
- private readonly EntityQuery<PhysicsComponent> _physicsQuery;
- private readonly EntityQuery<DamageableComponent> _damageQuery;
- private readonly EntityQuery<ProjectileComponent> _projectileQuery;
- private readonly EntityQuery<TagComponent> _tagQuery;
- /// <summary>
- /// Total area that the explosion covers.
- /// </summary>
- public readonly int Area;
- /// <summary>
- /// factor used to scale the tile break chances.
- /// </summary>
- private readonly float _tileBreakScale;
- /// <summary>
- /// Maximum number of times that an explosion will break a single tile.
- /// </summary>
- private readonly int _maxTileBreak;
- /// <summary>
- /// Whether this explosion can turn non-vacuum tiles into vacuum-tiles.
- /// </summary>
- private readonly bool _canCreateVacuum;
- private readonly IEntityManager _entMan;
- private readonly ExplosionSystem _system;
- private readonly SharedMapSystem _mapSystem;
- public readonly EntityUid VisualEnt;
- public readonly EntityUid? Cause;
- /// <summary>
- /// Initialize a new instance for processing
- /// </summary>
- public Explosion(ExplosionSystem system,
- ExplosionPrototype explosionType,
- ExplosionSpaceTileFlood? spaceData,
- List<ExplosionGridTileFlood> gridData,
- List<float> tileSetIntensity,
- MapCoordinates epicenter,
- Matrix3x2 spaceMatrix,
- int area,
- float tileBreakScale,
- int maxTileBreak,
- bool canCreateVacuum,
- IEntityManager entMan,
- IMapManager mapMan,
- EntityUid visualEnt,
- EntityUid? cause,
- SharedMapSystem mapSystem)
- {
- VisualEnt = visualEnt;
- Cause = cause;
- _system = system;
- _mapSystem = mapSystem;
- ExplosionType = explosionType;
- _tileSetIntensity = tileSetIntensity;
- Epicenter = epicenter;
- Area = area;
- _tileBreakScale = tileBreakScale;
- _maxTileBreak = maxTileBreak;
- _canCreateVacuum = canCreateVacuum;
- _entMan = entMan;
- _xformQuery = entMan.GetEntityQuery<TransformComponent>();
- _physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
- _damageQuery = entMan.GetEntityQuery<DamageableComponent>();
- _tagQuery = entMan.GetEntityQuery<TagComponent>();
- _projectileQuery = entMan.GetEntityQuery<ProjectileComponent>();
- if (spaceData != null)
- {
- var mapUid = mapMan.GetMapEntityId(epicenter.MapId);
- _explosionData.Add(new()
- {
- TileLists = spaceData.TileLists,
- Lookup = entMan.GetComponent<BroadphaseComponent>(mapUid),
- MapGrid = null
- });
- _spaceMatrix = spaceMatrix;
- Matrix3x2.Invert(spaceMatrix, out _invSpaceMatrix);
- }
- foreach (var grid in gridData)
- {
- _explosionData.Add(new ExplosionData
- {
- TileLists = grid.TileLists,
- Lookup = entMan.GetComponent<BroadphaseComponent>(grid.Grid.Owner),
- MapGrid = grid.Grid,
- });
- }
- if (TryGetNextTileEnumerator())
- MoveNext();
- }
- /// <summary>
- /// Find the next tile-enumerator. This either means retrieving a set of tiles on the next grid, or incrementing
- /// the tile iteration by one and moving back to the first grid. This will also update the current damage, current entity-lookup, etc.
- /// </summary>
- private bool TryGetNextTileEnumerator()
- {
- while (CurrentIteration < _tileSetIntensity.Count)
- {
- _currentIntensity = _tileSetIntensity[CurrentIteration];
- #if DEBUG
- if (_expectedDamage != null)
- {
- // Check that explosion processing hasn't somehow accidentally mutated the damage set.
- DebugTools.Assert(_expectedDamage.Equals(_currentDamage));
- _expectedDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
- }
- #endif
- _currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
- // only throw if either the explosion is small, or if this is the outer ring of a large explosion.
- var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6;
- _currentThrowForce = doThrow ? 10 * MathF.Sqrt(_currentIntensity) : 0;
- // 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++;
- // sanity checks, in case something changed while the explosion was being processed over several ticks.
- if (_currentLookup.Deleted || _currentGrid != null && !_entMan.EntityExists(_currentGrid.Owner))
- continue;
- return true;
- }
- // All the tiles belonging to this explosion iteration have been processed. Move onto the next iteration and
- // reset the grid counter.
- CurrentIteration++;
- _currentDataIndex = 0;
- }
- // No more explosion tiles to process
- FinishedProcessing = true;
- return false;
- }
- /// <summary>
- /// Get the next tile that needs processing
- /// </summary>
- private bool MoveNext()
- {
- if (FinishedProcessing)
- return false;
- while (!FinishedProcessing)
- {
- if (_currentEnumerator.MoveNext())
- return true;
- else
- TryGetNextTileEnumerator();
- }
- return false;
- }
- /// <summary>
- /// Attempt to process (i.e., damage entities) some number of grid tiles.
- /// </summary>
- public int Process(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;
- }
- // Is the current tile on a grid (instead of in space)?
- 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;
- }
- // damage entities on the tile. Also figures out whether there are any solid entities blocking the floor
- // from being destroyed.
- var canDamageFloor = _system.ExplodeTile(_currentLookup,
- (_currentGrid.Owner, _currentGrid),
- _currentEnumerator.Current,
- _currentThrowForce,
- _currentDamage,
- Epicenter,
- ProcessedEntities,
- ExplosionType.ID,
- ExplosionType.FireStacks,
- Cause);
- // If the floor is not blocked by some dense object, damage the floor tiles.
- if (canDamageFloor)
- _system.DamageFloorTile(tileRef, _currentIntensity * _tileBreakScale, _maxTileBreak, _canCreateVacuum, tileUpdateList, ExplosionType);
- }
- else
- {
- // The current "tile" is in space. Damage any entities in that region
- _system.ExplodeSpace(_currentLookup,
- _spaceMatrix,
- _invSpaceMatrix,
- _currentEnumerator.Current,
- _currentThrowForce,
- _currentDamage,
- Epicenter,
- ProcessedEntities,
- ExplosionType.ID,
- ExplosionType.FireStacks,
- Cause);
- }
- if (!MoveNext())
- break;
- }
- // Update damaged/broken tiles on the grid.
- SetTiles();
- return processed;
- }
- private void SetTiles()
- {
- // Updating the grid can result in chunk collision regeneration & slow processing by the shuttle system.
- // Therefore, tile breaking may be configure to only happen at the end of an explosion, rather than during every
- // tick.
- if (!_system.IncrementalTileBreaking && !FinishedProcessing)
- return;
- foreach (var (grid, list) in _tileUpdateDict)
- {
- if (list.Count > 0 && _entMan.EntityExists(grid.Owner))
- {
- _mapSystem.SetTiles(grid.Owner, grid, list);
- }
- }
- _tileUpdateDict.Clear();
- }
- }
- /// <summary>
- /// Data needed to spawn an explosion with <see cref="ExplosionSystem.SpawnExplosion"/>.
- /// </summary>
- public sealed class QueuedExplosion
- {
- public MapCoordinates Epicenter;
- public ExplosionPrototype Proto = new();
- public float TotalIntensity, Slope, MaxTileIntensity, TileBreakScale;
- public int MaxTileBreak;
- public bool CanCreateVacuum;
- public EntityUid? Cause; // The entity that exploded, for logging purposes.
- }
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