using System.Linq; using Content.Server.Beam; using Content.Server.Beam.Components; using Content.Server.Lightning.Components; using Content.Shared.Lightning; using Robust.Server.GameObjects; using Robust.Shared.Map; using Robust.Shared.Random; namespace Content.Server.Lightning; // TheShuEd: //I've redesigned the lightning system to be more optimized. //Previously, each lightning element, when it touched something, would try to branch into nearby entities. //So if a lightning bolt was 20 entities long, each one would check its surroundings and have a chance to create additional lightning... //which could lead to recursive creation of more and more lightning bolts and checks. //I redesigned so that lightning branches can only be created from the point where the lightning struck, no more collide checks //and the number of these branches is explicitly controlled in the new function. public sealed class LightningSystem : SharedLightningSystem { [Dependency] private readonly BeamSystem _beam = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EntityLookupSystem _lookup = default!; [Dependency] private readonly TransformSystem _transform = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnRemove); } private void OnRemove(EntityUid uid, LightningComponent component, ComponentRemove args) { if (!TryComp(uid, out var lightningBeam) || !TryComp(lightningBeam.VirtualBeamController, out var beamController)) { return; } beamController.CreatedBeams.Remove(uid); } /// /// Fires lightning from user to target /// /// Where the lightning fires from /// Where the lightning fires to /// The prototype for the lightning to be created /// if the lightnings being fired should trigger lightning events. public void ShootLightning(EntityUid user, EntityUid target, string lightningPrototype = "Lightning", bool triggerLightningEvents = true) { var spriteState = LightningRandomizer(); _beam.TryCreateBeam(user, target, lightningPrototype, spriteState); if (triggerLightningEvents) // we don't want certain prototypes to trigger lightning level events { var ev = new HitByLightningEvent(user, target); RaiseLocalEvent(target, ref ev); } } /// /// Fires lightning from user to coordinates /// /// /// Ported from imp /// /// Where the lightning fires from /// Where the lightning fires to /// The prototype for the lightning to be created /// if the lightnings being fired should trigger lightning events. public void ShootLightning(EntityUid user, MapCoordinates targetCoordinates, string lightningPrototype = "Lightning", bool triggerLightningEvents = true) { var spriteState = LightningRandomizer(); _beam.TryCreateBeam(user, targetCoordinates, lightningPrototype, spriteState); } /// /// Fires lightning from coordinates to target /// /// /// Ported from imp /// /// Where the lightning fires from /// Where the lightning fires to /// The prototype for the lightning to be created /// if the lightnings being fired should trigger lightning events. public void ShootLightning(MapCoordinates coordinates, EntityUid target, string lightningPrototype = "Lightning", bool triggerLightningEvents = true) { var spriteState = LightningRandomizer(); _beam.TryCreateBeam(coordinates, target, lightningPrototype, spriteState); if (triggerLightningEvents) // we don't want certain prototypes to trigger lightning level events { var ev = new HitByLightningEvent(null, target); RaiseLocalEvent(target, ref ev); } } /// /// Fires lightning from coordinates to other coordinates /// /// /// Ported from imp /// /// Where the lightning fires from /// Where the lightning fires to /// The prototype for the lightning to be created /// if the lightnings being fired should trigger lightning events. public void ShootLightning(MapCoordinates coordinates, MapCoordinates targetCoordinates, string lightningPrototype = "Lightning", bool triggerLightningEvents = true) { var spriteState = LightningRandomizer(); _beam.TryCreateBeam(coordinates, targetCoordinates, lightningPrototype, spriteState); } /// /// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning. /// /// /// Ported from imp. /// /// Where the lightning fires from /// Targets selection radius /// Number of lightning bolts /// The prototype for the lightning to be created /// how many times to recursively fire lightning bolts from the target points of the first shot. /// if the lightnings being fired should trigger lightning events. /// Chance for lightning to strike random coordinates instead of an entity. public void ShootRandomLightnings(MapCoordinates coordinates, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true, float hitCoordsChance = 0f, EntityUid? user = null) { //TODO: add support to different priority target tablem for different lightning types //TODO: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent) //TODO: This is still pretty bad for perf but better than before and at least it doesn't re-allocate // several hashsets every time var targets = _lookup.GetEntitiesInRange(coordinates, range).ToList(); _random.Shuffle(targets); targets.Sort((x, y) => y.Comp.Priority.CompareTo(x.Comp.Priority)); int shootedCount = 0; int count = -1; int mobLightningResistance = 2; // imp - If the target has a lightning resistance less than or equal to this, the lightning can hit random coordinates instead. while (shootedCount < boltCount) { count++; // imp - random coordinate lightning start var outOfRange = count >= targets.Count; var targetLightningResistance = outOfRange ? 0 : targets[count].Comp.LightningResistance; if (hitCoordsChance > 0 && targetLightningResistance <= mobLightningResistance && _random.Prob(hitCoordsChance)) { var targetCoordinate = coordinates.Offset(_random.NextVector2(range, range)); if (user != null) ShootLightning(user.Value, targetCoordinate, lightningPrototype, triggerLightningEvents); else ShootLightning(coordinates, targetCoordinate, lightningPrototype, triggerLightningEvents); if (arcDepth > 0) { ShootRandomLightnings(targetCoordinate, range, 1, lightningPrototype, arcDepth - 1, triggerLightningEvents, hitCoordsChance, user); } shootedCount++; continue; } if (outOfRange) { break; } // imp - random coordinate lightning end var curTarget = targets[count]; if (!_random.Prob(curTarget.Comp.HitProbability)) //Chance to ignore target continue; // imp - use correct shoot lightning method based on whether this is coordinates-based or entity-based if (user != null) ShootLightning(user.Value, targets[count].Owner, lightningPrototype, triggerLightningEvents); else ShootLightning(coordinates, targets[count].Owner, lightningPrototype, triggerLightningEvents); if (arcDepth - targetLightningResistance > 0) { ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targetLightningResistance, triggerLightningEvents, hitCoordsChance); } shootedCount++; } } /// /// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning. /// /// Where the lightning fires from /// Targets selection radius /// Number of lightning bolts /// The prototype for the lightning to be created /// how many times to recursively fire lightning bolts from the target points of the first shot. /// if the lightnings being fired should trigger lightning events. /// Chance for lightning to strike random coordinates instead of an entity. public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true, float hitCoordsChance = 0f) { // imp - Redirect to the other function for compatibility ShootRandomLightnings(_transform.GetMapCoordinates(user), range, boltCount, lightningPrototype, arcDepth, triggerLightningEvents, hitCoordsChance, user); } } /// /// Raised directed on the target when an entity becomes the target of a lightning strike (not when touched) /// /// The entity that created the lightning. May be null if the lightning came from coordinates rather than an entity. /// The entity that was struck by lightning. [ByRefEvent] public readonly record struct HitByLightningEvent(EntityUid? Source, EntityUid Target); // imp - Lightning might come from coordinates instead of an entity, so Source can be null