Files
wwdpublic/Content.Server/Lightning/LightningSystem.cs
Spatison 2a10c02eb5 No spead merge (#475)
* Revert "[GoobPort] WIZ REAL (#465)"

This reverts commit 091a8ff433.

* fix local
2025-04-26 10:50:32 +03:00

216 lines
11 KiB
C#

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<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>
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);
}
}
/// <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>
/// 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