* Optimize & clean up RadiationSystem * comments * Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> --------- Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
295 lines
11 KiB
C#
295 lines
11 KiB
C#
using System.Numerics;
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using Content.Server.Radiation.Components;
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using Content.Server.Radiation.Events;
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using Content.Shared.Radiation.Components;
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using Content.Shared.Radiation.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Radiation.Systems;
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// main algorithm that fire radiation rays to target
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public partial class RadiationSystem
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{
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private List<Entity<MapGridComponent>> _grids = new();
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private readonly record struct SourceData(
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float Intensity,
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Entity<RadiationSourceComponent, TransformComponent> Entity,
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Vector2 WorldPosition)
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{
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public EntityUid? GridUid => Entity.Comp2.GridUid;
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public float Slope => Entity.Comp1.Slope;
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public TransformComponent Transform => Entity.Comp2;
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}
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private void UpdateGridcast()
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{
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// should we save debug information into rays?
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// if there is no debug sessions connected - just ignore it
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var debug = _debugSessions.Count > 0;
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var stopwatch = new Stopwatch();
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stopwatch.Start();
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_sources.Clear();
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_sources.EnsureCapacity(EntityManager.Count<RadiationSourceComponent>());
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var sources = EntityQueryEnumerator<RadiationSourceComponent, TransformComponent>();
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var destinations = EntityQueryEnumerator<RadiationReceiverComponent, TransformComponent>();
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while (sources.MoveNext(out var uid, out var source, out var xform))
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{
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if (!source.Enabled)
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continue;
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var worldPos = _transform.GetWorldPosition(xform);
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// Intensity is scaled by stack size.
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var intensity = source.Intensity * _stack.GetCount(uid);
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// Apply rad modifier if the source is enclosed within a radiation blocking container
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// Note that this also applies to receivers, and it doesn't bother to check if the container sits between them.
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// I.e., a source & receiver in the same blocking container will get double-blocked, when no blocking should be applied.
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intensity = GetAdjustedRadiationIntensity(uid, intensity);
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_sources.Add(new(intensity, (uid, source, xform), worldPos));
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}
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var debugRays = debug ? new List<DebugRadiationRay>() : null;
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var receiversTotalRads = new ValueList<(Entity<RadiationReceiverComponent>, float)>();
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// TODO RADIATION Parallelize
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// Would need to give receiversTotalRads a fixed size.
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// Also the _grids list needs to be local to a job. (or better yet cached in SourceData)
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// And I guess disable parallelization when debugging to make populating the debug List<RadiationRay> easier.
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// Or just make it threadsafe?
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while (destinations.MoveNext(out var destUid, out var dest, out var destTrs))
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{
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var destWorld = _transform.GetWorldPosition(destTrs);
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var rads = 0f;
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foreach (var source in _sources)
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{
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// send ray towards destination entity
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if (Irradiate(source, destUid, destTrs, destWorld, debug) is not {} ray)
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continue;
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// add rads to total rad exposure
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if (ray.ReachedDestination)
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rads += ray.Rads;
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if (!debug)
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continue;
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debugRays!.Add(new DebugRadiationRay(
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ray.MapId,
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GetNetEntity(ray.SourceUid),
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ray.Source,
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GetNetEntity(ray.DestinationUid),
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ray.Destination,
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ray.Rads,
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ray.Blockers ?? new())
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);
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}
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// Apply modifier if the destination entity is hidden within a radiation blocking container
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rads = GetAdjustedRadiationIntensity(destUid, rads);
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receiversTotalRads.Add(((destUid, dest), rads));
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}
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// update information for debug overlay
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var elapsedTime = stopwatch.Elapsed.TotalMilliseconds;
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var totalSources = _sources.Count;
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var totalReceivers = receiversTotalRads.Count;
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UpdateGridcastDebugOverlay(elapsedTime, totalSources, totalReceivers, debugRays);
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// send rads to each entity
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foreach (var (receiver, rads) in receiversTotalRads)
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{
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// update radiation value of receiver
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// if no radiation rays reached target, that will set it to 0
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receiver.Comp.CurrentRadiation = rads;
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// also send an event with combination of total rad
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if (rads > 0)
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IrradiateEntity(receiver, rads, GridcastUpdateRate);
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}
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// raise broadcast event that radiation system has updated
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RaiseLocalEvent(new RadiationSystemUpdatedEvent());
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}
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private RadiationRay? Irradiate(SourceData source,
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EntityUid destUid,
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TransformComponent destTrs,
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Vector2 destWorld,
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bool saveVisitedTiles)
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{
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// lets first check that source and destination on the same map
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if (source.Transform.MapID != destTrs.MapID)
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return null;
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var mapId = destTrs.MapID;
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// get direction from rad source to destination and its distance
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var dir = destWorld - source.WorldPosition;
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var dist = dir.Length();
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// check if receiver is too far away
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if (dist > GridcastMaxDistance)
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return null;
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// will it even reach destination considering distance penalty
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var rads = source.Intensity - source.Slope * dist;
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if (rads < MinIntensity)
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return null;
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// create a new radiation ray from source to destination
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// at first we assume that it doesn't hit any radiation blockers
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// and has only distance penalty
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var ray = new RadiationRay(mapId, source.Entity, source.WorldPosition, destUid, destWorld, rads);
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// if source and destination on the same grid it's possible that
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// between them can be another grid (ie. shuttle in center of donut station)
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// however we can do simplification and ignore that case
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if (GridcastSimplifiedSameGrid && destTrs.GridUid is {} gridUid && source.GridUid == gridUid)
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{
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if (!_gridQuery.TryGetComponent(gridUid, out var gridComponent))
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return ray;
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return Gridcast((gridUid, gridComponent, Transform(gridUid)), ref ray, saveVisitedTiles, source.Transform, destTrs);
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}
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// lets check how many grids are between source and destination
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// do a box intersection test between target and destination
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// it's not very precise, but really cheap
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// TODO RADIATION
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// Consider caching this in SourceData?
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// I.e., make the lookup for grids as large as the sources's max distance and store the result in SourceData.
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// Avoids having to do a lookup per source*receiver.
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var box = Box2.FromTwoPoints(source.WorldPosition, destWorld);
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, box, ref _grids, true);
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// gridcast through each grid and try to hit some radiation blockers
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// the ray will be updated with each grid that has some blockers
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foreach (var grid in _grids)
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{
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ray = Gridcast((grid.Owner, grid.Comp, Transform(grid)), ref ray, saveVisitedTiles, source.Transform, destTrs);
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// looks like last grid blocked all radiation
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// we can return right now
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if (ray.Rads <= 0)
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return ray;
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}
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_grids.Clear();
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return ray;
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}
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private RadiationRay Gridcast(
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Entity<MapGridComponent, TransformComponent> grid,
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ref RadiationRay ray,
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bool saveVisitedTiles,
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TransformComponent sourceTrs,
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TransformComponent destTrs)
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{
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var blockers = saveVisitedTiles ? new List<(Vector2i, float)>() : null;
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// if grid doesn't have resistance map just apply distance penalty
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var gridUid = grid.Owner;
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if (!_resistanceQuery.TryGetComponent(gridUid, out var resistance))
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return ray;
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var resistanceMap = resistance.ResistancePerTile;
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// get coordinate of source and destination in grid coordinates
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// TODO Grid overlap. This currently assumes the grid is always parented directly to the map (local matrix == world matrix).
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// If ever grids are allowed to overlap, this might no longer be true. In that case, this should precompute and cache
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// inverse world matrices.
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Vector2 srcLocal = sourceTrs.ParentUid == grid.Owner
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? sourceTrs.LocalPosition
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: Vector2.Transform(ray.Source, grid.Comp2.InvLocalMatrix);
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Vector2 dstLocal = destTrs.ParentUid == grid.Owner
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? destTrs.LocalPosition
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: Vector2.Transform(ray.Destination, grid.Comp2.InvLocalMatrix);
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Vector2i sourceGrid = new(
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(int) Math.Floor(srcLocal.X / grid.Comp1.TileSize),
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(int) Math.Floor(srcLocal.Y / grid.Comp1.TileSize));
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Vector2i destGrid = new(
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(int) Math.Floor(dstLocal.X / grid.Comp1.TileSize),
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(int) Math.Floor(dstLocal.Y / grid.Comp1.TileSize));
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// iterate tiles in grid line from source to destination
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var line = new GridLineEnumerator(sourceGrid, destGrid);
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while (line.MoveNext())
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{
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var point = line.Current;
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if (!resistanceMap.TryGetValue(point, out var resData))
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continue;
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ray.Rads -= resData;
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// save data for debug
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if (saveVisitedTiles)
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blockers!.Add((point, ray.Rads));
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// no intensity left after blocker
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if (ray.Rads <= MinIntensity)
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{
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ray.Rads = 0;
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break;
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}
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}
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if (!saveVisitedTiles || blockers!.Count <= 0)
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return ray;
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// save data for debug if needed
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ray.Blockers ??= new();
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ray.Blockers.Add(GetNetEntity(gridUid), blockers);
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return ray;
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}
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private float GetAdjustedRadiationIntensity(EntityUid uid, float rads)
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{
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var child = uid;
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var xform = Transform(uid);
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var parent = xform.ParentUid;
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while (parent.IsValid())
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{
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var parentXform = Transform(parent);
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var childMeta = MetaData(child);
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if ((childMeta.Flags & MetaDataFlags.InContainer) != MetaDataFlags.InContainer)
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{
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child = parent;
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parent = parentXform.ParentUid;
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continue;
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}
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if (_blockerQuery.TryComp(xform.ParentUid, out var blocker))
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{
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rads -= blocker.RadResistance;
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if (rads < 0)
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return 0;
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}
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child = parent;
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parent = parentXform.ParentUid;
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}
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return rads;
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}
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}
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