diff --git a/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs b/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs
index 4d3ba16a44..1375b44f61 100644
--- a/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs
+++ b/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs
@@ -16,7 +16,7 @@ namespace Content.Server.Chemistry.Components
public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
{
public override string Name => "FoamSolutionAreaEffect";
- public new const string SolutionName = "foam";
+ public new const string SolutionName = "solutionArea";
[DataField("foamedMetalPrototype")] private string? _foamedMetalPrototype;
diff --git a/Content.Server/Chemistry/Components/SmokeSolutionAreaEffectComponent.cs b/Content.Server/Chemistry/Components/SmokeSolutionAreaEffectComponent.cs
index 110828ef78..c290d34b1b 100644
--- a/Content.Server/Chemistry/Components/SmokeSolutionAreaEffectComponent.cs
+++ b/Content.Server/Chemistry/Components/SmokeSolutionAreaEffectComponent.cs
@@ -14,7 +14,7 @@ namespace Content.Server.Chemistry.Components
public class SmokeSolutionAreaEffectComponent : SolutionAreaEffectComponent
{
public override string Name => "SmokeSolutionAreaEffect";
- public new const string SolutionName = "smoke";
+ public new const string SolutionName = "solutionArea";
protected override void UpdateVisuals()
{
diff --git a/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs b/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
index 4c424baea9..53df3f2e49 100644
--- a/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
+++ b/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
@@ -41,16 +41,9 @@ namespace Content.Server.Chemistry.ReactionEffects
[DataField("diluteReagents")] private bool _diluteReagents;
///
- /// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
- /// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
+ /// Used to calculate dilution. Increasing this makes the reagents more diluted.
///
- [DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
-
- ///
- /// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
- /// will be needed to make the reagents volume get closer to zero.
- ///
- [DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
+ [DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1f;
///
/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
@@ -105,20 +98,10 @@ namespace Content.Server.Chemistry.ReactionEffects
// The maximum value of solutionFraction is _reagentMaxConcentrationFactor, achieved when amount = 0
// The infimum of solutionFraction is 0, which is approached when amount tends to infinity
// solutionFraction is equal to 1 only when amount equals _reagentDilutionStart
- float solutionFraction;
- if (amount >= _reagentDilutionStart)
- {
- // Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
- // _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
- solutionFraction = 1 / (_reagentDilutionFactor*(amount - _reagentDilutionStart) + 1);
- }
- else
- {
- // Here when amount decreases, solutionFraction gets closer to _reagentMaxConcentrationFactor in a linear manner
- solutionFraction = amount * (1 - _reagentMaxConcentrationFactor) / _reagentDilutionStart +
- _reagentMaxConcentrationFactor;
- }
- splitSolution.RemoveSolution(splitSolution.TotalVolume * solutionFraction);
+ // Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
+ // _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
+ float solutionFraction = 1 / (_reagentDilutionFactor*(amount) + 1);
+ splitSolution.RemoveSolution(splitSolution.TotalVolume * (1 - solutionFraction));
}
var transform = args.EntityManager.GetComponent(args.SolutionEntity);
diff --git a/Resources/Prototypes/Entities/Effects/chemistry_effects.yml b/Resources/Prototypes/Entities/Effects/chemistry_effects.yml
index 74399bb97b..30eb9fd068 100644
--- a/Resources/Prototypes/Entities/Effects/chemistry_effects.yml
+++ b/Resources/Prototypes/Entities/Effects/chemistry_effects.yml
@@ -16,7 +16,7 @@
- type: SmokeSolutionAreaEffect
- type: SolutionContainerManager
solutions:
- smoke:
+ solutionArea:
maxVol: 600
- type: entity
@@ -43,7 +43,8 @@
anchored: true
- type: Physics
fixtures:
- - shape:
+ - hard: false
+ shape:
!type:PhysShapeAabb
bounds: "-0.4,-0.4,0.4,0.4"
layer:
@@ -51,7 +52,7 @@
- type: FoamSolutionAreaEffect
- type: SolutionContainerManager
solutions:
- foam:
+ solutionArea:
maxVol: 600
- type: Slippery
@@ -66,6 +67,14 @@
layers:
- state: mfoam
map: ["enum.FoamVisualLayers.Base"]
+ - type: Physics
+ fixtures:
+ - hard: true
+ shape:
+ !type:PhysShapeAabb
+ bounds: "-0.4,-0.4,0.4,0.4"
+ layer:
+ - MobImpassable
- type: Appearance
visuals:
- type: FoamVisualizer
@@ -85,6 +94,14 @@
layers:
- state: mfoam
map: ["enum.FoamVisualLayers.Base"]
+ - type: Physics
+ fixtures:
+ - hard: true
+ shape:
+ !type:PhysShapeAabb
+ bounds: "-0.4,-0.4,0.4,0.4"
+ layer:
+ - MobImpassable
- type: Appearance
visuals:
- type: FoamVisualizer