Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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Content.Server/Atmos/Components/MovedByPressureComponent.cs
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128
Content.Server/Atmos/Components/MovedByPressureComponent.cs
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Atmos;
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using Content.Shared.MobState;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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public class MovedByPressureComponent : Component
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "MovedByPressure";
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private const float MoveForcePushRatio = 1f;
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private const float MoveForceForcePushRatio = 1f;
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private const float ProbabilityOffset = 25f;
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private const float ProbabilityBasePercent = 10f;
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private const float ThrowForce = 100f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("pressureResistance")]
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public float PressureResistance { get; set; } = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("moveResist")]
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public float MoveResist { get; set; } = 100f;
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[ViewVariables(VVAccess.ReadWrite)]
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public int LastHighPressureMovementAirCycle { get; set; } = 0;
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public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
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float pressureResistanceProbDelta, EntityCoordinates throwTarget)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent? physics))
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return;
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physics.WakeBody();
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// TODO ATMOS stuns?
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var transform = physics.Owner.Transform;
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var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
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var moveProb = 100f;
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if (PressureResistance > 0)
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moveProb = MathF.Abs((pressureDifference / PressureResistance * ProbabilityBasePercent) -
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ProbabilityOffset);
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if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
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&& !float.IsPositiveInfinity(MoveResist)
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&& (physics.BodyType != BodyType.Static
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&& (maxForce >= (MoveResist * MoveForcePushRatio)))
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|| (physics.BodyType == BodyType.Static && (maxForce >= (MoveResist * MoveForceForcePushRatio))))
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{
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if (physics.Owner.HasComponent<IMobStateComponent>())
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{
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physics.BodyStatus = BodyStatus.InAir;
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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Owner.SpawnTimer(2000, () =>
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{
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if (Deleted || !Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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// Uhh if you get race conditions good luck buddy.
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if (physicsComponent.Owner.HasComponent<IMobStateComponent>())
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{
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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}
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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});
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}
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if (maxForce > ThrowForce)
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{
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// Vera please fix ;-;
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
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var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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physics.ApplyLinearImpulse(pos * moveForce);
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}
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else
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{
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var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
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physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
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}
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LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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public static class MovedByPressureExtensions
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{
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public static bool IsMovedByPressure(this IEntity entity)
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{
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return entity.IsMovedByPressure(out _);
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}
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public static bool IsMovedByPressure(this IEntity entity, [NotNullWhen(true)] out MovedByPressureComponent? moved)
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{
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return entity.TryGetComponent(out moved) &&
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moved.Enabled;
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}
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}
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}
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