mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-09 15:57:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
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(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) && _openable.IsClosed(xform.ParentUid, fallback: true)) // DeltaV - Add IsClosed check
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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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