Wizmerge for Station AI (#1351)

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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
This commit is contained in:
sleepyyapril
2025-01-02 04:07:01 +03:00
committed by Spatison
parent 8aaac80a28
commit 885ee5a831
2159 changed files with 88992 additions and 39547 deletions

View File

@@ -17,11 +17,15 @@ using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
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>
@@ -95,7 +99,7 @@ public sealed partial class ExplosionSystem
{
// 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)
if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
break;
if (!_explosionQueue.TryDequeue(out var queued))
@@ -129,11 +133,11 @@ public sealed partial class ExplosionSystem
try
{
#endif
var processed = _activeExplosion.Process(tilesRemaining);
tilesRemaining -= processed;
var processed = _activeExplosion.Process(tilesRemaining);
tilesRemaining -= processed;
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
{
var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
@@ -202,7 +206,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id)
string id,
float? fireStacks)
{
var size = grid.Comp.TileSize;
var gridBox = new Box2(tile * size, (tile + 1) * size);
@@ -221,7 +226,7 @@ public sealed partial class ExplosionSystem
// process those entities
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, damage, throwForce, id, xform);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks);
}
// process anchored entities
@@ -231,7 +236,7 @@ public sealed partial class ExplosionSystem
foreach (var entity in _anchored)
{
processed.Add(entity);
ProcessEntity(entity, epicenter, damage, throwForce, id, null);
ProcessEntity(entity, epicenter, damage, throwForce, id, null, fireStacks);
}
// Walls and reinforced walls will break into girders. These girders will also be considered turf-blocking for
@@ -267,7 +272,7 @@ public sealed partial class ExplosionSystem
{
// 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);
ProcessEntity(uid, epicenter, null, throwForce, id, xform, null);
}
return !tileBlocked;
@@ -302,7 +307,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier damage,
MapCoordinates epicenter,
HashSet<EntityUid> processed,
string id)
string id,
float? fireStacks)
{
var gridBox = Box2.FromDimensions(tile * DefaultTileSize, new Vector2(DefaultTileSize, DefaultTileSize));
var worldBox = spaceMatrix.TransformBox(gridBox);
@@ -318,7 +324,7 @@ public sealed partial class ExplosionSystem
foreach (var (uid, xform) in state.Item1)
{
processed.Add(uid);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform);
ProcessEntity(uid, epicenter, damage, throwForce, id, xform, fireStacks);
}
if (throwForce <= 0)
@@ -332,7 +338,7 @@ public sealed partial class ExplosionSystem
foreach (var (uid, xform) in list)
{
ProcessEntity(uid, epicenter, null, throwForce, id, xform);
ProcessEntity(uid, epicenter, null, throwForce, id, xform, fireStacks);
}
}
@@ -392,7 +398,7 @@ public sealed partial class ExplosionSystem
// don't raise BeforeExplodeEvent if the entity is completely immune to explosions
var thisDamage = GetDamage(uid, prototype, originalDamage);
if (!thisDamage.Any())
if (thisDamage.Empty)
return;
_toDamage.Add((uid, thisDamage));
@@ -429,7 +435,8 @@ public sealed partial class ExplosionSystem
DamageSpecifier? originalDamage,
float throwForce,
string id,
TransformComponent? xform)
TransformComponent? xform,
float? fireStacksOnIgnite)
{
if (originalDamage != null)
{
@@ -438,6 +445,17 @@ public sealed partial class ExplosionSystem
{
// TODO EXPLOSIONS turn explosions into entities, and pass the the entity in as the damage origin.
_damageableSystem.TryChangeDamage(entity, damage, ignoreResistances: true);
}
}
// ignite
if (fireStacksOnIgnite != null)
{
if (_flammableQuery.TryGetComponent(uid, out var flammable))
{
flammable.FireStacks += fireStacksOnIgnite.Value;
_flammableSystem.Ignite(uid, uid, flammable);
}
}
@@ -706,14 +724,14 @@ sealed class Explosion
{
_currentIntensity = _tileSetIntensity[CurrentIteration];
#if DEBUG
#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
#endif
_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
@@ -812,7 +830,8 @@ sealed class Explosion
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID);
ExplosionType.ID,
ExplosionType.FireStacks);
// If the floor is not blocked by some dense object, damage the floor tiles.
if (canDamageFloor)
@@ -829,7 +848,8 @@ sealed class Explosion
_currentDamage,
Epicenter,
ProcessedEntities,
ExplosionType.ID);
ExplosionType.ID,
ExplosionType.FireStacks);
}
if (!MoveNext())