Files
wwdpublic/Content.Server/Lightning/LightningSystem.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00

309 lines
15 KiB
C#

using System.Linq;
using Content.Server.Beam;
using Content.Server.Beam.Components;
using Content.Server.Kitchen.Components;
using Content.Server.Lightning.Components;
using Content.Shared.Lightning;
using Content.Shared.Physics;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
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!;
[Dependency] private readonly PhysicsSystem _physics = default!; // Goobstation
[Dependency] private readonly TagSystem _tag = default!; // Goobstation
private static readonly ProtoId<TagPrototype> BlockLightningTag = "BlockLightning";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightningComponent, ComponentRemove>(OnRemove);
}
private void OnRemove(EntityUid uid, LightningComponent component, ComponentRemove args)
{
if (!TryComp<BeamComponent>(uid, out var lightningBeam) || !TryComp<BeamComponent>(lightningBeam.VirtualBeamController, out var beamController))
{
return;
}
beamController.CreatedBeams.Remove(uid);
}
/// <summary>
/// Fires lightning from user to target
/// </summary>
/// <param name="user">Where the lightning fires from</param>
/// <param name="target">Where the lightning fires to</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
/// <param name="beamAction">Goobstation. Action that is called on each beam entity.</param>
/// <param name="accumulateIndex">Goobstation. Whether to accumulate BeamSystem.NextIndex.</param>
public bool ShootLightning(EntityUid user, EntityUid target, string lightningPrototype = "Lightning", bool triggerLightningEvents = true, Action<EntityUid>? beamAction = null, bool accumulateIndex = true)
{
// Goobstation start. This is required for force walls to block lightning so that you can't stand inside them
// and spam lightning spells.
var userMapPos = _transform.GetMapCoordinates(user);
var targetMapPos = _transform.GetMapCoordinates(target);
var direction = targetMapPos.Position - userMapPos.Position;
var length = direction.Length();
if (length == 0f)
return false;
var ray = new CollisionRay(userMapPos.Position,
direction.Normalized(),
(int) CollisionGroup.Opaque);
var blocker = _physics
.IntersectRayWithPredicate(userMapPos.MapId,
ray,
length,
x => x == user || !_tag.HasTag(x, BlockLightningTag))
.FirstOrNull()
?.HitEntity;
if (blocker != null)
target = blocker.Value;
// Goobstation end
var spriteState = LightningRandomizer();
if (!_beam.TryCreateBeam(user, target, lightningPrototype, spriteState, beamAction: beamAction, accumulateIndex: accumulateIndex)) // Goob edit
return false;
if (triggerLightningEvents) // we don't want certain prototypes to trigger lightning level events
{
var ev = new HitByLightningEvent(user, target);
RaiseLocalEvent(target, ref ev);
}
return blocker == null; // Goobstation
}
/// <summary>
/// Fires lightning from user to coordinates
/// </summary>
/// <remarks>
/// Ported from imp
/// </remarks>
/// <param name="user">Where the lightning fires from</param>
/// <param name="targetCoordinates">Where the lightning fires to</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
public void ShootLightning(EntityUid user, MapCoordinates targetCoordinates, string lightningPrototype = "Lightning", bool triggerLightningEvents = true)
{
var spriteState = LightningRandomizer();
_beam.TryCreateBeam(user, targetCoordinates, lightningPrototype, spriteState);
}
/// <summary>
/// Fires lightning from coordinates to target
/// </summary>
/// <remarks>
/// Ported from imp
/// </remarks>
/// <param name="coordinates">Where the lightning fires from</param>
/// <param name="target">Where the lightning fires to</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
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);
}
}
/// <summary>
/// Fires lightning from coordinates to other coordinates
/// </summary>
/// <remarks>
/// Ported from imp
/// </remarks>
/// <param name="coordinates">Where the lightning fires from</param>
/// <param name="targetCoordinates">Where the lightning fires to</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
public void ShootLightning(MapCoordinates coordinates, MapCoordinates targetCoordinates, string lightningPrototype = "Lightning", bool triggerLightningEvents = true)
{
var spriteState = LightningRandomizer();
_beam.TryCreateBeam(coordinates, targetCoordinates, lightningPrototype, spriteState);
}
/// <summary>
/// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning.
/// </summary>
/// <remarks>
/// Ported from imp.
/// </remarks>
/// <param name="coordinates">Where the lightning fires from</param>
/// <param name="range">Targets selection radius</param>
/// <param name="boltCount">Number of lightning bolts</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="arcDepth">how many times to recursively fire lightning bolts from the target points of the first shot.</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
/// <param name="hitCoordsChance">Chance for lightning to strike random coordinates instead of an entity.</param>
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<LightningTargetComponent>(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++;
}
}
/// <summary>
/// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning.
/// </summary>
/// <param name="user">Where the lightning fires from</param>
/// <param name="range">Targets selection radius</param>
/// <param name="boltCount">Number of lightning bolts</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="arcDepth">how many times to recursively fire lightning bolts from the target points of the first shot.</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
/// <param name="hitCoordsChance">Chance for lightning to strike random coordinates instead of an entity.</param>
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);
}
/// <summary>
/// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning.
/// </summary>
/// <param name="user">Where the lightning fires from</param>
/// <param name="range">Targets selection radius</param>
/// <param name="boltCount">Number of lightning bolts</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
/// <param name="arcDepth">how many times to recursively fire lightning bolts from the target points of the first shot.</param>
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
/// <param name="ignoredEntity">Goobstation. Don't arc to this entity.</param>
/// <param name="beamAction">Goobstation. Action that is called on each beam entity.</param>
public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true, EntityUid? ignoredEntity = null, Action<EntityUid>? beamAction = null) // Goob edit
{
//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<LightningTargetComponent>(_transform.GetMapCoordinates(user), range).ToList();
targets = targets.Where(x => x.Owner != ignoredEntity).ToList(); // Goobstation
_random.Shuffle(targets);
targets.Sort((x, y) => y.Comp.Priority.CompareTo(x.Comp.Priority));
int shootedCount = 0;
int count = -1;
while(shootedCount < boltCount)
{
count++;
if (count >= targets.Count) { break; }
var curTarget = targets[count];
if (!_random.Prob(curTarget.Comp.HitProbability)) //Chance to ignore target
continue;
if (!ShootLightning(user, targets[count].Owner, lightningPrototype, triggerLightningEvents, beamAction, false)) // Goob edit
{
shootedCount++;
continue;
}
if (arcDepth - targets[count].Comp.LightningResistance > 0)
{
ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targets[count].Comp.LightningResistance, triggerLightningEvents, ignoredEntity, beamAction); // Goob edit
}
shootedCount++;
}
_beam.AccumulateIndex(); // Goobstation
}
}
/// <summary>
/// Raised directed on the target when an entity becomes the target of a lightning strike (not when touched)
/// </summary>
/// <param name="Source">The entity that created the lightning. May be null if the lightning came from coordinates rather than an entity.</param>
/// <param name="Target">The entity that was struck by lightning.</param>
[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