Files
tbd-station-14/Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs
Leon Friedrich 9d4e60068b Optimize & clean up RadiationSystem (#34459)
* 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>
2025-01-18 12:07:20 +11:00

295 lines
11 KiB
C#

using System.Numerics;
using Content.Server.Radiation.Components;
using Content.Server.Radiation.Events;
using Content.Shared.Radiation.Components;
using Content.Shared.Radiation.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Map.Components;
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 List<Entity<MapGridComponent>> _grids = new();
private readonly record struct SourceData(
float Intensity,
Entity<RadiationSourceComponent, TransformComponent> Entity,
Vector2 WorldPosition)
{
public EntityUid? GridUid => Entity.Comp2.GridUid;
public float Slope => Entity.Comp1.Slope;
public TransformComponent Transform => Entity.Comp2;
}
private void UpdateGridcast()
{
// should we save debug information into rays?
// if there is no debug sessions connected - just ignore it
var debug = _debugSessions.Count > 0;
var stopwatch = new Stopwatch();
stopwatch.Start();
_sources.Clear();
_sources.EnsureCapacity(EntityManager.Count<RadiationSourceComponent>());
var sources = EntityQueryEnumerator<RadiationSourceComponent, TransformComponent>();
var destinations = EntityQueryEnumerator<RadiationReceiverComponent, TransformComponent>();
while (sources.MoveNext(out var uid, out var source, out var xform))
{
if (!source.Enabled)
continue;
var worldPos = _transform.GetWorldPosition(xform);
// Intensity is scaled by stack size.
var intensity = source.Intensity * _stack.GetCount(uid);
// Apply rad modifier if the source is enclosed within a radiation blocking container
// Note that this also applies to receivers, and it doesn't bother to check if the container sits between them.
// I.e., a source & receiver in the same blocking container will get double-blocked, when no blocking should be applied.
intensity = GetAdjustedRadiationIntensity(uid, intensity);
_sources.Add(new(intensity, (uid, source, xform), worldPos));
}
var debugRays = debug ? new List<DebugRadiationRay>() : null;
var receiversTotalRads = new ValueList<(Entity<RadiationReceiverComponent>, float)>();
// TODO RADIATION Parallelize
// Would need to give receiversTotalRads a fixed size.
// Also the _grids list needs to be local to a job. (or better yet cached in SourceData)
// And I guess disable parallelization when debugging to make populating the debug List<RadiationRay> easier.
// Or just make it threadsafe?
while (destinations.MoveNext(out var destUid, out var dest, out var destTrs))
{
var destWorld = _transform.GetWorldPosition(destTrs);
var rads = 0f;
foreach (var source in _sources)
{
// send ray towards destination entity
if (Irradiate(source, destUid, destTrs, destWorld, debug) is not {} ray)
continue;
// add rads to total rad exposure
if (ray.ReachedDestination)
rads += ray.Rads;
if (!debug)
continue;
debugRays!.Add(new DebugRadiationRay(
ray.MapId,
GetNetEntity(ray.SourceUid),
ray.Source,
GetNetEntity(ray.DestinationUid),
ray.Destination,
ray.Rads,
ray.Blockers ?? new())
);
}
// Apply modifier if the destination entity is hidden within a radiation blocking container
rads = GetAdjustedRadiationIntensity(destUid, rads);
receiversTotalRads.Add(((destUid, dest), rads));
}
// update information for debug overlay
var elapsedTime = stopwatch.Elapsed.TotalMilliseconds;
var totalSources = _sources.Count;
var totalReceivers = receiversTotalRads.Count;
UpdateGridcastDebugOverlay(elapsedTime, totalSources, totalReceivers, debugRays);
// 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.Comp.CurrentRadiation = rads;
// also send an event with combination of total rad
if (rads > 0)
IrradiateEntity(receiver, rads, GridcastUpdateRate);
}
// raise broadcast event that radiation system has updated
RaiseLocalEvent(new RadiationSystemUpdatedEvent());
}
private RadiationRay? Irradiate(SourceData source,
EntityUid destUid,
TransformComponent destTrs,
Vector2 destWorld,
bool saveVisitedTiles)
{
// lets first check that source and destination on the same map
if (source.Transform.MapID != destTrs.MapID)
return null;
var mapId = destTrs.MapID;
// get direction from rad source to destination and its distance
var dir = destWorld - source.WorldPosition;
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 = source.Intensity - source.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, source.Entity, source.WorldPosition, 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 && destTrs.GridUid is {} gridUid && source.GridUid == gridUid)
{
if (!_gridQuery.TryGetComponent(gridUid, out var gridComponent))
return ray;
return Gridcast((gridUid, gridComponent, Transform(gridUid)), ref ray, saveVisitedTiles, source.Transform, destTrs);
}
// 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
// TODO RADIATION
// Consider caching this in SourceData?
// I.e., make the lookup for grids as large as the sources's max distance and store the result in SourceData.
// Avoids having to do a lookup per source*receiver.
var box = Box2.FromTwoPoints(source.WorldPosition, destWorld);
_grids.Clear();
_mapManager.FindGridsIntersecting(mapId, box, ref _grids, 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.Owner, grid.Comp, Transform(grid)), ref ray, saveVisitedTiles, source.Transform, destTrs);
// looks like last grid blocked all radiation
// we can return right now
if (ray.Rads <= 0)
return ray;
}
_grids.Clear();
return ray;
}
private RadiationRay Gridcast(
Entity<MapGridComponent, TransformComponent> grid,
ref RadiationRay ray,
bool saveVisitedTiles,
TransformComponent sourceTrs,
TransformComponent destTrs)
{
var blockers = saveVisitedTiles ? new List<(Vector2i, float)>() : null;
// if grid doesn't have resistance map just apply distance penalty
var gridUid = grid.Owner;
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.Owner
? sourceTrs.LocalPosition
: Vector2.Transform(ray.Source, grid.Comp2.InvLocalMatrix);
Vector2 dstLocal = destTrs.ParentUid == grid.Owner
? destTrs.LocalPosition
: Vector2.Transform(ray.Destination, grid.Comp2.InvLocalMatrix);
Vector2i sourceGrid = new(
(int) Math.Floor(srcLocal.X / grid.Comp1.TileSize),
(int) Math.Floor(srcLocal.Y / grid.Comp1.TileSize));
Vector2i destGrid = new(
(int) Math.Floor(dstLocal.X / grid.Comp1.TileSize),
(int) Math.Floor(dstLocal.Y / grid.Comp1.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;
}
}
if (!saveVisitedTiles || blockers!.Count <= 0)
return ray;
// save data for debug if needed
ray.Blockers ??= new();
ray.Blockers.Add(GetNetEntity(gridUid), blockers);
return ray;
}
private float GetAdjustedRadiationIntensity(EntityUid uid, float rads)
{
var child = uid;
var xform = Transform(uid);
var parent = xform.ParentUid;
while (parent.IsValid())
{
var parentXform = Transform(parent);
var childMeta = MetaData(child);
if ((childMeta.Flags & MetaDataFlags.InContainer) != MetaDataFlags.InContainer)
{
child = parent;
parent = parentXform.ParentUid;
continue;
}
if (_blockerQuery.TryComp(xform.ParentUid, out var blocker))
{
rads -= blocker.RadResistance;
if (rads < 0)
return 0;
}
child = parent;
parent = parentXform.ParentUid;
}
return rads;
}
}