Files
Delta-v/Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

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(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) && _openable.IsClosed(xform.ParentUid, fallback: true)) // DeltaV - Add IsClosed check
{
rads -= blocker.RadResistance;
if (rads < 0)
return 0;
}
child = parent;
parent = parentXform.ParentUid;
}
return rads;
}
}