ScramOnTrigger teleportation logic rewrite (#41808)

* shuffle logic and remove arbitrary line

* actually fix radius for real

* code comment for clarity

* rewrote SelectRandomTileInRange

* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs

Co-authored-by: āda <ss.adasts@gmail.com>

* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs

Co-authored-by: āda <ss.adasts@gmail.com>

* i love helper methods!

* remove unused dependencies

* check collisiongroup of teleporting entity

* remove unused dep.

* unused query and init

---------

Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
This commit is contained in:
alexalexmax
2025-12-12 03:14:45 -08:00
committed by GitHub
parent 2d803293ee
commit cbbf978408

View File

@@ -1,15 +1,12 @@
using System.Numerics;
using Content.Shared.Maps;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Physics;
using Content.Shared.Trigger.Components.Effects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Random;
namespace Content.Shared.Trigger.Systems;
@@ -17,22 +14,11 @@ namespace Content.Shared.Trigger.Systems;
public sealed class ScramOnTriggerSystem : XOnTriggerSystem<ScramOnTriggerComponent>
{
[Dependency] private readonly PullingSystem _pulling = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly INetManager _net = default!;
private EntityQuery<PhysicsComponent> _physicsQuery;
private HashSet<Entity<MapGridComponent>> _targetGrids = new();
public override void Initialize()
{
base.Initialize();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
}
[Dependency] private readonly TurfSystem _turfSystem = default!;
protected override void OnTrigger(Entity<ScramOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
{
@@ -51,8 +37,7 @@ public sealed class ScramOnTriggerSystem : XOnTriggerSystem<ScramOnTriggerCompon
if (_net.IsClient)
return;
var xform = Transform(target);
var targetCoords = SelectRandomTileInRange(xform, ent.Comp.TeleportRadius);
var targetCoords = SelectRandomTileInRange(target, ent.Comp.TeleportRadius);
if (targetCoords != null)
{
@@ -60,81 +45,42 @@ public sealed class ScramOnTriggerSystem : XOnTriggerSystem<ScramOnTriggerCompon
args.Handled = true;
}
}
private EntityCoordinates? SelectRandomTileInRange(TransformComponent userXform, float radius)
/// <summary>
/// Method to find a random empty tile within a certain radius. Will not select off-grid tiles. Returns
/// null if no tile is found within a certain number of tries.
/// </summary>
/// <remarks> Trends towards the outer radius. Compensates for small grids. </remarks>
private EntityCoordinates? SelectRandomTileInRange(EntityUid uid, float radius, int tries = 40, PhysicsComponent? physicsComponent = null)
{
var userCoords = _transform.ToMapCoordinates(userXform.Coordinates);
_targetGrids.Clear();
_lookup.GetEntitiesInRange(userCoords, radius, _targetGrids);
Entity<MapGridComponent>? targetGrid = null;
if (_targetGrids.Count == 0)
return null;
// Give preference to the grid the entity is currently on.
// This does not guarantee that if the probability fails that the owner's grid won't be picked.
// In reality the probability is higher and depends on the number of grids.
if (userXform.GridUid != null && TryComp<MapGridComponent>(userXform.GridUid, out var gridComp))
{
var userGrid = new Entity<MapGridComponent>(userXform.GridUid.Value, gridComp);
if (_random.Prob(0.5f))
{
_targetGrids.Remove(userGrid);
targetGrid = userGrid;
}
}
if (targetGrid == null)
targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
var userCoords = Transform(uid).Coordinates;
EntityCoordinates? targetCoords = null;
do
if (!Resolve(uid, ref physicsComponent))
return targetCoords;
for (var i = 0; i < tries; i++)
{
var valid = false;
// distance = r * sq(x) * i
// r = the radius of the search area.
// sq(x) = the square root of [0 - 1]. Gives a number trending to the
// upper range of [0, 1] so that you tend to teleport further.
// i = A percentage based on the current try count, which results in each
// subsequent try landing closer and closer towards the entity.
// Beneficial for smaller maps, especially when the radius is large.
var distance = radius * MathF.Sqrt(_random.NextFloat()) * (1 - (float)i / tries);
var range = (float)Math.Sqrt(radius);
var box = Box2.CenteredAround(userCoords.Position, new Vector2(range, range));
var tilesInRange = _map.GetTilesEnumerator(targetGrid.Value.Owner, targetGrid.Value.Comp, box, false);
var tileList = new ValueList<Vector2i>();
// We then offset the user coords from a random angle * distance
var tempTargetCoords = userCoords.Offset(_random.NextAngle().ToVec() * distance);
while (tilesInRange.MoveNext(out var tile))
{
tileList.Add(tile.GridIndices);
}
if (!_turfSystem.TryGetTileRef(tempTargetCoords, out var tileRef)
|| _turfSystem.IsSpace(tileRef.Value)
|| _turfSystem.IsTileBlocked(tileRef.Value, (CollisionGroup)physicsComponent.CollisionMask))
continue;
while (tileList.Count != 0)
{
var tile = tileList.RemoveSwap(_random.Next(tileList.Count));
valid = true;
foreach (var entity in _map.GetAnchoredEntities(targetGrid.Value.Owner, targetGrid.Value.Comp,
tile))
{
if (!_physicsQuery.TryGetComponent(entity, out var body))
continue;
if (body.BodyType != BodyType.Static ||
!body.Hard ||
(body.CollisionLayer & (int)CollisionGroup.MobMask) == 0)
continue;
valid = false;
break;
}
if (valid)
{
targetCoords = new EntityCoordinates(targetGrid.Value.Owner,
_map.TileCenterToVector(targetGrid.Value, tile));
break;
}
}
if (valid || _targetGrids.Count == 0) // if we don't do the check here then PickAndTake will blow up on an empty set.
break;
targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
} while (true);
targetCoords = tempTargetCoords;
break;
}
return targetCoords;
}