Bump up tile friction (#4329)
* Bump up tile friction * Increase throwing speed * Fix ExplosionLaunched throwing * Flying time
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@@ -16,6 +16,9 @@ namespace Content.Server.Explosion.Components
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var sourceLocation = eventArgs.Source;
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var targetLocation = eventArgs.Target.Transform.Coordinates;
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if (sourceLocation.Equals(targetLocation)) return;
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var direction = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
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var throwForce = eventArgs.Severity switch
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@@ -24,7 +27,8 @@ namespace Content.Server.Explosion.Components
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ExplosionSeverity.Light => 20,
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_ => 0,
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};
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Owner.TryThrow(direction * throwForce);
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Owner.TryThrow(direction, throwForce);
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}
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}
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}
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@@ -132,8 +132,10 @@ namespace Content.Server.Hands
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if (direction == Vector2.Zero)
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return true;
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var throwVec = direction.Normalized * MathF.Min(direction.Length, hands.ThrowRange) * hands.ThrowForceMultiplier;
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throwEnt.TryThrow(throwVec, playerEnt);
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direction = direction.Normalized * Math.Min(direction.Length, hands.ThrowRange);
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var throwStrength = hands.ThrowForceMultiplier;
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throwEnt.TryThrow(direction, throwStrength, playerEnt);
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return true;
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}
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@@ -8,23 +8,34 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Timing;
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namespace Content.Server.Throwing
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{
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internal static class ThrowHelper
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{
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private const float ThrowAngularImpulse = 3.0f;
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private const float ThrowAngularImpulse = 1.5f;
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/// <summary>
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/// The minimum amount of time an entity needs to be thrown before the timer can be run.
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/// Anything below this threshold never enters the air.
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/// </summary>
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private const float FlyTime = 0.15f;
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
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/// <param name="entity">The entity being thrown.</param>
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
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/// <param name="user"></param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower</param>
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internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f)
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internal static void TryThrow(this IEntity entity, Vector2 direction, float strength = 1.0f, IEntity? user = null, float pushbackRatio = 1.0f)
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{
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if (entity.Deleted || direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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if (entity.Deleted ||
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direction == Vector2.Zero ||
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strength <= 0f ||
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!entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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return;
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}
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@@ -58,7 +69,25 @@ namespace Content.Server.Throwing
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
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}
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physicsComponent.ApplyLinearImpulse(direction);
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physicsComponent.ApplyLinearImpulse(direction.Normalized * strength * physicsComponent.Mass);
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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var time = (direction / strength).Length;
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if (time < FlyTime)
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{
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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}
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else
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{
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physicsComponent.BodyStatus = BodyStatus.InAir;
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Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
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{
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if (physicsComponent.Deleted) return;
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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});
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}
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// Give thrower an impulse in the other direction
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if (user != null && pushbackRatio > 0.0f && user.TryGetComponent(out IPhysBody? body))
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{
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@@ -176,10 +176,10 @@ namespace Content.Shared.CCVar
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*/
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public static readonly CVarDef<float> TileFrictionModifier =
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CVarDef.Create("physics.tilefriction", 15.0f);
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CVarDef.Create("physics.tile_friction", 40.0f);
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public static readonly CVarDef<float> StopSpeed =
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CVarDef.Create("physics.stopspeed", 0.1f);
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CVarDef.Create("physics.stop_speed", 0.1f);
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/*
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* Ambience
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@@ -66,7 +66,7 @@ namespace Content.Shared.Hands.Components
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/// </summary>
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[DataField("throwForceMultiplier")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ThrowForceMultiplier { get; set; } = 14f; //should be tuned so that a thrown item lands about under the player's cursor
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public float ThrowForceMultiplier { get; set; } = 10f; //should be tuned so that a thrown item lands about under the player's cursor
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/// <summary>
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/// Distance after which longer throw targets stop increasing throw impulse.
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