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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # 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> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
114 lines
5.2 KiB
C#
114 lines
5.2 KiB
C#
using System.Linq;
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using Content.Server.Beam;
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using Content.Server.Beam.Components;
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using Content.Server.Lightning.Components;
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using Content.Shared.Lightning;
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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namespace Content.Server.Lightning;
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// TheShuEd:
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//I've redesigned the lightning system to be more optimized.
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//Previously, each lightning element, when it touched something, would try to branch into nearby entities.
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//So if a lightning bolt was 20 entities long, each one would check its surroundings and have a chance to create additional lightning...
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//which could lead to recursive creation of more and more lightning bolts and checks.
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//I redesigned so that lightning branches can only be created from the point where the lightning struck, no more collide checks
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//and the number of these branches is explicitly controlled in the new function.
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public sealed class LightningSystem : SharedLightningSystem
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{
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[Dependency] private readonly BeamSystem _beam = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningComponent, ComponentRemove>(OnRemove);
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}
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private void OnRemove(EntityUid uid, LightningComponent component, ComponentRemove args)
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{
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if (!TryComp<BeamComponent>(uid, out var lightningBeam) || !TryComp<BeamComponent>(lightningBeam.VirtualBeamController, out var beamController))
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{
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return;
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}
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beamController.CreatedBeams.Remove(uid);
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}
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/// <summary>
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/// Fires lightning from user to target
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/// </summary>
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/// <param name="user">Where the lightning fires from</param>
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/// <param name="target">Where the lightning fires to</param>
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/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
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/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
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public void ShootLightning(EntityUid user, EntityUid target, string lightningPrototype = "Lightning", bool triggerLightningEvents = true)
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{
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var spriteState = LightningRandomizer();
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_beam.TryCreateBeam(user, target, lightningPrototype, spriteState);
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if (triggerLightningEvents) // we don't want certain prototypes to trigger lightning level events
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{
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var ev = new HitByLightningEvent(user, target);
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RaiseLocalEvent(target, ref ev);
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}
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}
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/// <summary>
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/// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning.
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/// </summary>
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/// <param name="user">Where the lightning fires from</param>
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/// <param name="range">Targets selection radius</param>
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/// <param name="boltCount">Number of lightning bolts</param>
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/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
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/// <param name="arcDepth">how many times to recursively fire lightning bolts from the target points of the first shot.</param>
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/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
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public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true)
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{
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//To Do: add support to different priority target tablem for different lightning types
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//To Do: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
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//To Do: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
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// several hashsets every time
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var mapCoords = _transform.GetMapCoordinates(user);
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var targets = _lookup.GetEntitiesInRange<LightningTargetComponent>(mapCoords, range).ToList();
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_random.Shuffle(targets);
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targets.Sort((x, y) => y.Comp.Priority.CompareTo(x.Comp.Priority));
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int shotCount = 0;
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int count = -1;
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while (shotCount < boltCount)
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{
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count++;
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if (count >= targets.Count) { break; }
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var curTarget = targets[count];
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// Chance to ignore target
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if (!_random.Prob(curTarget.Comp.HitProbability))
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continue;
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ShootLightning(user, targets[count].Owner, lightningPrototype, triggerLightningEvents);
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if (arcDepth - targets[count].Comp.LightningResistance > 0)
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ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targets[count].Comp.LightningResistance, triggerLightningEvents);
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shotCount++;
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}
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}
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}
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/// <summary>
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/// Raised directed on the target when an entity becomes the target of a lightning strike (not when touched)
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/// </summary>
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/// <param name="Source">The entity that created the lightning</param>
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/// <param name="Target">The entity that was struck by lightning.</param>
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[ByRefEvent]
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public readonly record struct HitByLightningEvent(EntityUid Source, EntityUid Target);
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