screaming and crying (#5447)
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@@ -16,7 +16,7 @@ namespace Content.Server.Chemistry.Components
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public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
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{
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public override string Name => "FoamSolutionAreaEffect";
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public new const string SolutionName = "foam";
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public new const string SolutionName = "solutionArea";
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[DataField("foamedMetalPrototype")] private string? _foamedMetalPrototype;
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@@ -14,7 +14,7 @@ namespace Content.Server.Chemistry.Components
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public class SmokeSolutionAreaEffectComponent : SolutionAreaEffectComponent
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{
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public override string Name => "SmokeSolutionAreaEffect";
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public new const string SolutionName = "smoke";
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public new const string SolutionName = "solutionArea";
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protected override void UpdateVisuals()
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{
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@@ -41,16 +41,9 @@ namespace Content.Server.Chemistry.ReactionEffects
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[DataField("diluteReagents")] private bool _diluteReagents;
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/// <summary>
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/// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
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/// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
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/// Used to calculate dilution. Increasing this makes the reagents more diluted.
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/// </summary>
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[DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
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/// <summary>
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/// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
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/// will be needed to make the reagents volume get closer to zero.
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/// </summary>
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[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
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[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1f;
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/// <summary>
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/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
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@@ -105,20 +98,10 @@ namespace Content.Server.Chemistry.ReactionEffects
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// The maximum value of solutionFraction is _reagentMaxConcentrationFactor, achieved when amount = 0
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// The infimum of solutionFraction is 0, which is approached when amount tends to infinity
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// solutionFraction is equal to 1 only when amount equals _reagentDilutionStart
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float solutionFraction;
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if (amount >= _reagentDilutionStart)
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{
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// Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
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// _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
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solutionFraction = 1 / (_reagentDilutionFactor*(amount - _reagentDilutionStart) + 1);
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}
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else
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{
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// Here when amount decreases, solutionFraction gets closer to _reagentMaxConcentrationFactor in a linear manner
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solutionFraction = amount * (1 - _reagentMaxConcentrationFactor) / _reagentDilutionStart +
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_reagentMaxConcentrationFactor;
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}
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splitSolution.RemoveSolution(splitSolution.TotalVolume * solutionFraction);
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float solutionFraction = 1 / (_reagentDilutionFactor*(amount) + 1);
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splitSolution.RemoveSolution(splitSolution.TotalVolume * (1 - solutionFraction));
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}
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var transform = args.EntityManager.GetComponent<TransformComponent>(args.SolutionEntity);
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@@ -16,7 +16,7 @@
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- type: SmokeSolutionAreaEffect
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- type: SolutionContainerManager
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solutions:
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smoke:
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solutionArea:
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maxVol: 600
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- type: entity
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@@ -43,7 +43,8 @@
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anchored: true
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- type: Physics
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fixtures:
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- shape:
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- hard: false
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shape:
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!type:PhysShapeAabb
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bounds: "-0.4,-0.4,0.4,0.4"
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layer:
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@@ -51,7 +52,7 @@
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- type: FoamSolutionAreaEffect
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- type: SolutionContainerManager
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solutions:
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foam:
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solutionArea:
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maxVol: 600
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- type: Slippery
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@@ -66,6 +67,14 @@
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layers:
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- state: mfoam
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map: ["enum.FoamVisualLayers.Base"]
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- type: Physics
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fixtures:
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- hard: true
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shape:
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!type:PhysShapeAabb
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bounds: "-0.4,-0.4,0.4,0.4"
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layer:
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- MobImpassable
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- type: Appearance
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visuals:
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- type: FoamVisualizer
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@@ -85,6 +94,14 @@
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layers:
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- state: mfoam
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map: ["enum.FoamVisualLayers.Base"]
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- type: Physics
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fixtures:
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- hard: true
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shape:
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!type:PhysShapeAabb
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bounds: "-0.4,-0.4,0.4,0.4"
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layer:
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- MobImpassable
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- type: Appearance
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visuals:
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- type: FoamVisualizer
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