Files
wwdpublic/Content.Server/Lightning/LightningSystem.cs
sleepyyapril 885ee5a831 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

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

114 lines
5.2 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.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 SharedTransformSystem _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>
/// 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>
public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true)
{
//To Do: add support to different priority target tablem for different lightning types
//To Do: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
//To Do: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
// several hashsets every time
var mapCoords = _transform.GetMapCoordinates(user);
var targets = _lookup.GetEntitiesInRange<LightningTargetComponent>(mapCoords, range).ToList();
_random.Shuffle(targets);
targets.Sort((x, y) => y.Comp.Priority.CompareTo(x.Comp.Priority));
int shotCount = 0;
int count = -1;
while (shotCount < boltCount)
{
count++;
if (count >= targets.Count) { break; }
var curTarget = targets[count];
// Chance to ignore target
if (!_random.Prob(curTarget.Comp.HitProbability))
continue;
ShootLightning(user, targets[count].Owner, lightningPrototype, triggerLightningEvents);
if (arcDepth - targets[count].Comp.LightningResistance > 0)
ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targets[count].Comp.LightningResistance, triggerLightningEvents);
shotCount++;
}
}
}
/// <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</param>
/// <param name="Target">The entity that was struck by lightning.</param>
[ByRefEvent]
public readonly record struct HitByLightningEvent(EntityUid Source, EntityUid Target);