Stabilise singularity a lot more (#5725)
This commit is contained in:
@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using Content.Server.Ghost.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity;
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@@ -14,10 +15,11 @@ using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Singularity.EntitySystems
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{
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[UsedImplicitly]
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public class SingularitySystem : SharedSingularitySystem
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public sealed class SingularitySystem : SharedSingularitySystem
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{
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[Dependency] private readonly IEntityLookup _lookup = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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/// <summary>
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/// How much energy the singulo gains from destroying a tile.
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@@ -33,11 +35,28 @@ namespace Content.Server.Singularity.EntitySystems
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ServerSingularityComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<ServerSingularityComponent, StartCollideEvent>(OnCollide);
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}
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private void HandleCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
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protected override bool PreventCollide(EntityUid uid, SharedSingularityComponent component, PreventCollideEvent args)
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{
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if (base.PreventCollide(uid, component, args)) return true;
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var otherUid = args.BodyB.Owner;
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if (args.Cancelled) return true;
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// If it's not cancelled then we'll cancel if we can't immediately destroy it on collision
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if (!CanDestroy(component, otherUid))
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args.Cancel();
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return true;
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}
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private void OnCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
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{
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if (args.OurFixture.ID != "DeleteCircle") return;
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// This handles bouncing off of containment walls.
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// If you want the delete behavior we do it under DeleteEntities for reasons (not everything has physics).
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@@ -46,9 +65,10 @@ namespace Content.Server.Singularity.EntitySystems
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if (component.BeingDeletedByAnotherSingularity)
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return;
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// Using this to also get smooth deletions is hard because we need to be hard for good bounce
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// off of containment but also we need to be non-hard so we can freely move through the station.
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// For now I've just made it so only the lookup does deletions and collision is just for fields.
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var otherUid = args.OtherFixture.Body.Owner;
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// HandleDestroy will also check CanDestroy for us
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HandleDestroy(component, otherUid);
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}
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public override void Update(float frameTime)
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@@ -71,21 +91,21 @@ namespace Content.Server.Singularity.EntitySystems
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{
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_gravityAccumulator -= GravityCooldown;
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foreach (var singularity in EntityManager.EntityQuery<ServerSingularityComponent>())
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foreach (var (singularity, xform) in EntityManager.EntityQuery<ServerSingularityComponent, TransformComponent>())
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{
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Update(singularity, GravityCooldown);
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Update(singularity, xform, GravityCooldown);
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}
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}
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}
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private void Update(ServerSingularityComponent component, float frameTime)
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private void Update(ServerSingularityComponent component, TransformComponent xform, float frameTime)
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{
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if (component.BeingDeletedByAnotherSingularity) return;
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var worldPos = EntityManager.GetComponent<TransformComponent>(component.Owner).WorldPosition;
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DestroyEntities(component, worldPos);
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DestroyTiles(component, worldPos);
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PullEntities(component, worldPos);
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var worldPos = xform.WorldPosition;
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DestroyEntities(component, xform, worldPos);
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DestroyTiles(component, xform, worldPos);
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PullEntities(component, xform, worldPos, frameTime);
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}
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private float PullRange(ServerSingularityComponent component)
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@@ -101,17 +121,18 @@ namespace Content.Server.Singularity.EntitySystems
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private bool CanDestroy(SharedSingularityComponent component, EntityUid entity)
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{
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return entity == component.Owner ||
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EntityManager.HasComponent<IMapGridComponent>(entity) ||
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EntityManager.HasComponent<GhostComponent>(entity) ||
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EntityManager.HasComponent<ContainmentFieldComponent>(entity) ||
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EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(entity);
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return entity != component.Owner &&
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!EntityManager.HasComponent<IMapGridComponent>(entity) &&
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!EntityManager.HasComponent<GhostComponent>(entity) &&
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(component.Level > 4 ||
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!EntityManager.HasComponent<ContainmentFieldComponent>(entity) &&
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!EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(entity));
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}
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private void HandleDestroy(ServerSingularityComponent component, EntityUid entity)
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{
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// TODO: Need singuloimmune tag
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if (CanDestroy(component, entity)) return;
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if (!CanDestroy(component, entity)) return;
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// Singularity priority management / etc.
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if (EntityManager.TryGetComponent<ServerSingularityComponent?>(entity, out var otherSingulo))
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@@ -125,23 +146,23 @@ namespace Content.Server.Singularity.EntitySystems
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otherSingulo.BeingDeletedByAnotherSingularity = true;
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}
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EntityManager.QueueDeleteEntity(entity);
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if (EntityManager.TryGetComponent<SinguloFoodComponent?>(entity, out var singuloFood))
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component.Energy += singuloFood.Energy;
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else
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component.Energy++;
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EntityManager.QueueDeleteEntity(entity);
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}
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/// <summary>
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/// Handle deleting entities and increasing energy
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/// </summary>
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private void DestroyEntities(ServerSingularityComponent component, Vector2 worldPos)
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private void DestroyEntities(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos)
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{
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// The reason we don't /just/ use collision is because we'll be deleting stuff that may not necessarily have physics (e.g. carpets).
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var destroyRange = DestroyTileRange(component);
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foreach (var entity in _lookup.GetEntitiesInRange(EntityManager.GetComponent<TransformComponent>(component.Owner).MapID, worldPos, destroyRange))
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foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, worldPos, destroyRange))
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{
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HandleDestroy(component, entity);
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}
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@@ -152,17 +173,21 @@ namespace Content.Server.Singularity.EntitySystems
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return !(EntityManager.HasComponent<GhostComponent>(entity) ||
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EntityManager.HasComponent<IMapGridComponent>(entity) ||
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EntityManager.HasComponent<MapComponent>(entity) ||
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entity.IsInContainer());
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EntityManager.HasComponent<ServerSingularityComponent>(entity) ||
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_container.IsEntityInContainer(entity));
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}
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private void PullEntities(ServerSingularityComponent component, Vector2 worldPos)
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/// <summary>
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/// Pull dynamic bodies in range to the singulo.
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/// </summary>
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private void PullEntities(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos, float frameTime)
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{
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// TODO: When we split up dynamic and static trees we might be able to make items always on the broadphase
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// in which case we can just query dynamictree directly for brrt
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var pullRange = PullRange(component);
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var destroyRange = DestroyTileRange(component);
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foreach (var entity in _lookup.GetEntitiesInRange(EntityManager.GetComponent<TransformComponent>(component.Owner).MapID, worldPos, pullRange))
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foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, worldPos, pullRange))
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{
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// I tried having it so level 6 can de-anchor. BAD IDEA, MASSIVE LAG.
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if (entity == component.Owner ||
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@@ -175,31 +200,55 @@ namespace Content.Server.Singularity.EntitySystems
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if (vec.Length < destroyRange - 0.01f) continue;
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var speed = vec.Length * component.Level * collidableComponent.Mass;
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var speed = vec.Length * component.Level * collidableComponent.Mass * 100f;
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// Because tile friction is so high we'll just multiply by mass so stuff like closets can even move.
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collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
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collidableComponent.ApplyLinearImpulse(vec.Normalized * speed * frameTime);
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}
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}
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/// <summary>
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/// Destroy any grid tiles within the relevant Level range.
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/// </summary>
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private void DestroyTiles(ServerSingularityComponent component, Vector2 worldPos)
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private void DestroyTiles(ServerSingularityComponent component, TransformComponent xform, Vector2 worldPos)
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{
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var radius = DestroyTileRange(component);
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var circle = new Circle(worldPos, radius);
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var box = new Box2(worldPos - radius, worldPos + radius);
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foreach (var grid in _mapManager.FindGridsIntersecting(EntityManager.GetComponent<TransformComponent>(component.Owner).MapID, box))
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foreach (var grid in _mapManager.FindGridsIntersecting(xform.MapID, box))
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{
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// Bundle these together so we can use the faster helper to set tiles.
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var toDestroy = new List<(Vector2i, Tile)>();
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foreach (var tile in grid.GetTilesIntersecting(circle))
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{
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if (tile.Tile.IsEmpty) continue;
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grid.SetTile(tile.GridIndices, Tile.Empty);
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component.Energy += TileEnergyGain;
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// Avoid ripping up tiles that may be essential to containment
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if (component.Level < 5)
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{
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var canDelete = true;
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foreach (var ent in grid.GetAnchoredEntities(tile.GridIndices))
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{
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if (EntityManager.HasComponent<ContainmentFieldComponent>(ent) ||
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EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(ent))
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{
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canDelete = false;
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break;
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}
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}
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if (!canDelete) continue;
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}
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toDestroy.Add((tile.GridIndices, Tile.Empty));
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}
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component.Energy += TileEnergyGain * toDestroy.Count;
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grid.SetTiles(toDestroy);
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}
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}
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}
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