* upload all textures
finished easiest part - TeslaGenerator

* Added Tesla energy logic

* add lightning pulse priority

* work

* optimise lightning arc system

* now tesla moving to LightningTarget entity and consume it

* some audio work
add airlock and computers to the LightningTarget

* add nice visual and explosions
add crashing to game

* rsi meta fix

* disabling explosions (crashing server)
I'll get back to that problem later.

* adding important admin logging

* a little bit of cleaning and documentation

* Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see.

* now the tesla incinerates everything it touches except the containment field.

* colliders work

* fix falling tesla on ground after being exploded

* add consume sound, add spawn and collapses sound

* added TeslaGenerator to cargo trading console

* add all tesla part to cargo trading console

* Tesla coils: Turn on and off, get energy from lightning, give energy to the grid.

* tesla coil is ready

* tesla grounding rod is ready

* clean up

* clean up 2

* grounding rods now working without power

* add LightningResistance parameter for LightningTarget Component

* add chaotic teleport

* eletrocution remove?

* deltanedas fix pack

* more fixes

* FIXES

* FIIIXEEES

* The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed.

* ops

* fix

* nah, is escaped anyway

* increase tesla collider size

* keron bb

* try fix test?

* fix

* bruh

* check turn off sus comp

* prototype cleaning

* FIIX

* return and fix sus component

* fix tesla eating lightnings, now mini tesla is electrocuted

* commented some issues

* remove linq sorting
fix jumping system
minor fixes

* fix second Linq

* fix tesla colliders! Yeah, it works

* fix componentregistration

* Just retests

* not fix

* FIX TESLA

* fixes

* store targets

* back

* make dictionary of hashsets

* some sloth fixes

* stump

* playtest balance energy generation, return to unpotimized (but working) lightning shoot

* parity

* work on

* some new fix, some new bug (chasingComponent not chasing)

* comment

* fix ChasingWalkSystem

* fix collider tesla problem

* revert old unoptimized shoot lightning

* new fix pack

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Ed
2023-12-28 16:11:50 +03:00
committed by GitHub
parent 06719a3232
commit 88d7cfb4c0
51 changed files with 1374 additions and 90 deletions

View File

@@ -1,27 +1,34 @@
using System.Linq;
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.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
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 PhysicsSystem _physics = default!;
[Dependency] private readonly BeamSystem _beam = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
private List<Entity<LightningTargetComponent>> _lookupTargetsList = new();
private HashSet<Entity<LightningTargetComponent>> _lookupTargets = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightningComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<LightningComponent, ComponentRemove>(OnRemove);
}
@@ -35,32 +42,6 @@ public sealed class LightningSystem : SharedLightningSystem
beamController.CreatedBeams.Remove(uid);
}
private void OnCollide(EntityUid uid, LightningComponent component, ref StartCollideEvent args)
{
if (!TryComp<BeamComponent>(uid, out var lightningBeam)
|| !TryComp<BeamComponent>(lightningBeam.VirtualBeamController, out var beamController))
return;
if (!component.CanArc || beamController.CreatedBeams.Count >= component.MaxTotalArcs)
return;
Arc(component, args.OtherEntity, lightningBeam.VirtualBeamController.Value);
if (component.ArcTarget == null)
return;
var spriteState = LightningRandomizer();
component.ArcTargets.Add(args.OtherEntity);
component.ArcTargets.Add(component.ArcTarget.Value);
_beam.TryCreateBeam(
args.OtherEntity,
component.ArcTarget.Value,
component.LightningPrototype,
spriteState,
controller: lightningBeam.VirtualBeamController.Value);
}
/// <summary>
/// Fires lightning from user to target
/// </summary>
@@ -71,68 +52,47 @@ public sealed class LightningSystem : SharedLightningSystem
{
var spriteState = LightningRandomizer();
_beam.TryCreateBeam(user, target, lightningPrototype, spriteState);
var ev = new HitByLightningEvent(user, target);
RaiseLocalEvent(target, ref ev);
}
/// <summary>
/// Looks for a target to arc to in all 8 directions, adds the closest to a local dictionary and picks at random
/// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning.
/// </summary>
/// <param name="component"></param>
/// <param name="target"></param>
/// <param name="controllerEntity"></param>
private void Arc(LightningComponent component, EntityUid target, EntityUid controllerEntity)
/// <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>
public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0)
{
if (!TryComp<BeamComponent>(controllerEntity, out var controller))
//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 targets = _lookup.GetComponentsInRange<LightningTargetComponent>(Transform(user).MapPosition, range).ToList();
_random.Shuffle(targets);
targets.Sort((x, y) => y.Priority.CompareTo(x.Priority));
var realCount = Math.Min(targets.Count, boltCount);
if (realCount <= 0)
return;
var targetXForm = Transform(target);
var directions = Enum.GetValues<Direction>().Length;
var lightningQuery = GetEntityQuery<LightningComponent>();
var beamQuery = GetEntityQuery<BeamComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
Dictionary<Direction, EntityUid> arcDirections = new();
//TODO: Add scoring system for the Tesla PR which will have grounding rods
for (int i = 0; i < directions; i++)
for (int i = 0; i < realCount; i++)
{
var direction = (Direction) i;
var (targetPos, targetRot) = targetXForm.GetWorldPositionRotation(xformQuery);
var dirRad = direction.ToAngle() + targetRot;
var ray = new CollisionRay(targetPos, dirRad.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(targetXForm.MapID, ray, component.MaxLength, target, false).ToList();
RayCastResults? closestResult = null;
foreach (var result in rayCastResults)
ShootLightning(user, targets[i].Owner, lightningPrototype);
if (arcDepth > 0)
{
if (lightningQuery.HasComponent(result.HitEntity)
|| beamQuery.HasComponent(result.HitEntity)
|| component.ArcTargets.Contains(result.HitEntity)
|| controller.HitTargets.Contains(result.HitEntity)
|| controller.BeamShooter == result.HitEntity)
{
continue;
}
closestResult = result;
break;
ShootRandomLightnings(targets[i].Owner, range, 1, lightningPrototype, arcDepth - targets[i].LightningResistance);
}
if (closestResult == null)
{
continue;
}
arcDirections.Add(direction, closestResult.Value.HitEntity);
}
var randomDirection = (Direction) _random.Next(0, 7);
if (arcDirections.ContainsKey(randomDirection))
{
component.ArcTarget = arcDirections.GetValueOrDefault(randomDirection);
arcDirections.Clear();
}
}
}
/// <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);