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 TransformSystem _transform = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnRemove); } private void OnRemove(EntityUid uid, LightningComponent component, ComponentRemove args) { if (!TryComp(uid, out var lightningBeam) || !TryComp(lightningBeam.VirtualBeamController, out var beamController)) { return; } beamController.CreatedBeams.Remove(uid); } /// /// Fires lightning from user to target /// /// Where the lightning fires from /// Where the lightning fires to /// The prototype for the lightning to be created /// if the lightnings being fired should trigger lightning events. 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); } } /// /// Looks for objects with a LightningTarget component in the radius, prioritizes them, and hits the highest priority targets with lightning. /// /// Where the lightning fires from /// Targets selection radius /// Number of lightning bolts /// The prototype for the lightning to be created /// how many times to recursively fire lightning bolts from the target points of the first shot. /// if the lightnings being fired should trigger lightning events. public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true) { //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(_transform.GetMapCoordinates(user), range).ToList(); _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; 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); } shootedCount++; } } } /// /// Raised directed on the target when an entity becomes the target of a lightning strike (not when touched) /// /// The entity that created the lightning /// The entity that was struck by lightning. [ByRefEvent] public readonly record struct HitByLightningEvent(EntityUid Source, EntityUid Target);