Files
tbd-station-14/Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs
2022-11-04 10:12:25 +11:00

209 lines
8.4 KiB
C#

using Content.Server.Radiation.Components;
using Content.Shared.Radiation.Components;
using Content.Shared.Radiation.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Radiation.Systems;
// main algorithm that fire radiation rays to target
public partial class RadiationSystem
{
private void UpdateGridcast()
{
// should we save debug information into rays?
// if there is no debug sessions connected - just ignore it
var saveVisitedTiles = _debugSessions.Count > 0;
var stopwatch = new Stopwatch();
stopwatch.Start();
var sources = EntityQuery<RadiationSourceComponent, TransformComponent>();
var destinations = EntityQuery<RadiationReceiverComponent, TransformComponent>();
var resistanceQuery = GetEntityQuery<RadiationGridResistanceComponent>();
var transformQuery = GetEntityQuery<TransformComponent>();
var gridQuery = GetEntityQuery<MapGridComponent>();
// precalculate world positions for each source
// so we won't need to calc this in cycle over and over again
var sourcesData = new ValueList<(RadiationSourceComponent, TransformComponent, Vector2)>();
foreach (var (source, sourceTrs) in sources)
{
var worldPos = _transform.GetWorldPosition(sourceTrs, transformQuery);
var data = (source, sourceTrs, worldPos);
sourcesData.Add(data);
}
// trace all rays from rad source to rad receivers
var rays = new List<RadiationRay>();
var receiversTotalRads = new ValueList<(RadiationReceiverComponent, float)>();
foreach (var (dest, destTrs) in destinations)
{
var destWorld = _transform.GetWorldPosition(destTrs, transformQuery);
var rads = 0f;
foreach (var (source, sourceTrs, sourceWorld) in sourcesData)
{
// send ray towards destination entity
var ray = Irradiate(sourceTrs.Owner, sourceTrs, sourceWorld,
destTrs.Owner, destTrs, destWorld,
source.Intensity, source.Slope, saveVisitedTiles, resistanceQuery, transformQuery, gridQuery);
if (ray == null)
continue;
// save ray for debug
rays.Add(ray);
// add rads to total rad exposure
if (ray.ReachedDestination)
rads += ray.Rads;
}
receiversTotalRads.Add((dest, rads));
}
// update information for debug overlay
var elapsedTime = stopwatch.Elapsed.TotalMilliseconds;
var totalSources = sourcesData.Count;
var totalReceivers = receiversTotalRads.Count;
UpdateGridcastDebugOverlay(elapsedTime, totalSources, totalReceivers, rays);
// send rads to each entity
foreach (var (receiver, rads) in receiversTotalRads)
{
// update radiation value of receiver
// if no radiation rays reached target, that will set it to 0
receiver.CurrentRadiation = rads;
// also send an event with combination of total rad
if (rads > 0)
IrradiateEntity(receiver.Owner, rads,GridcastUpdateRate);
}
}
private RadiationRay? Irradiate(EntityUid sourceUid, TransformComponent sourceTrs, Vector2 sourceWorld,
EntityUid destUid, TransformComponent destTrs, Vector2 destWorld,
float incomingRads, float slope, bool saveVisitedTiles,
EntityQuery<RadiationGridResistanceComponent> resistanceQuery,
EntityQuery<TransformComponent> transformQuery, EntityQuery<MapGridComponent> gridQuery)
{
// lets first check that source and destination on the same map
if (sourceTrs.MapID != destTrs.MapID)
return null;
var mapId = sourceTrs.MapID;
// get direction from rad source to destination and its distance
var dir = destWorld - sourceWorld;
var dist = dir.Length;
// check if receiver is too far away
if (dist > GridcastMaxDistance)
return null;
// will it even reach destination considering distance penalty
var rads = incomingRads - slope * dist;
if (rads <= MinIntensity)
return null;
// create a new radiation ray from source to destination
// at first we assume that it doesn't hit any radiation blockers
// and has only distance penalty
var ray = new RadiationRay(mapId, sourceUid, sourceWorld, destUid, destWorld, rads);
// if source and destination on the same grid it's possible that
// between them can be another grid (ie. shuttle in center of donut station)
// however we can do simplification and ignore that case
if (GridcastSimplifiedSameGrid && sourceTrs.GridUid != null && sourceTrs.GridUid == destTrs.GridUid)
{
if (!gridQuery.TryGetComponent(sourceTrs.GridUid.Value, out var gridComponent))
return ray;
return Gridcast(gridComponent.Grid, ray, saveVisitedTiles, resistanceQuery, sourceTrs, destTrs, transformQuery.GetComponent(sourceTrs.GridUid.Value));
}
// lets check how many grids are between source and destination
// do a box intersection test between target and destination
// it's not very precise, but really cheap
var box = Box2.FromTwoPoints(sourceWorld, destWorld);
var grids = _mapManager.FindGridsIntersecting(mapId, box, true);
// gridcast through each grid and try to hit some radiation blockers
// the ray will be updated with each grid that has some blockers
foreach (var grid in grids)
{
ray = Gridcast(grid, ray, saveVisitedTiles, resistanceQuery, sourceTrs, destTrs, transformQuery.GetComponent(grid.GridEntityId));
// looks like last grid blocked all radiation
// we can return right now
if (ray.Rads <= 0)
return ray;
}
return ray;
}
private RadiationRay Gridcast(IMapGrid grid, RadiationRay ray, bool saveVisitedTiles,
EntityQuery<RadiationGridResistanceComponent> resistanceQuery,
TransformComponent sourceTrs,
TransformComponent destTrs,
TransformComponent gridTrs)
{
var blockers = new List<(Vector2i, float)>();
// if grid doesn't have resistance map just apply distance penalty
var gridUid = grid.GridEntityId;
if (!resistanceQuery.TryGetComponent(gridUid, out var resistance))
return ray;
var resistanceMap = resistance.ResistancePerTile;
// get coordinate of source and destination in grid coordinates
// TODO Grid overlap. This currently assumes the grid is always parented directly to the map (local matrix == world matrix).
// If ever grids are allowed to overlap, this might no longer be true. In that case, this should precompute and cache
// inverse world matrices.
Vector2 srcLocal = sourceTrs.ParentUid == grid.GridEntityId
? sourceTrs.LocalPosition
: gridTrs.InvLocalMatrix.Transform(ray.Source);
Vector2 dstLocal = destTrs.ParentUid == grid.GridEntityId
? destTrs.LocalPosition
: gridTrs.InvLocalMatrix.Transform(ray.Destination);
Vector2i sourceGrid = new(
(int) Math.Floor(srcLocal.X / grid.TileSize),
(int) Math.Floor(srcLocal.Y / grid.TileSize));
Vector2i destGrid = new(
(int) Math.Floor(dstLocal.X / grid.TileSize),
(int) Math.Floor(dstLocal.Y / grid.TileSize));
// iterate tiles in grid line from source to destination
var line = new GridLineEnumerator(sourceGrid, destGrid);
while (line.MoveNext())
{
var point = line.Current;
if (!resistanceMap.TryGetValue(point, out var resData))
continue;
ray.Rads -= resData;
// save data for debug
if (saveVisitedTiles)
blockers.Add((point, ray.Rads));
// no intensity left after blocker
if (ray.Rads <= MinIntensity)
{
ray.Rads = 0;
break;
}
}
// save data for debug if needed
if (saveVisitedTiles && blockers.Count > 0)
ray.Blockers.Add(gridUid, blockers);
return ray;
}
}