lower max firestacks to 10, refactor flammable (#27159)

* lower max firestacks to 10, refactor flammable

* fix

* uncap fire stack damage, lower fire stack damage
This commit is contained in:
Whisper
2024-04-23 07:30:01 -04:00
committed by GitHub
parent 2f0c02ef35
commit eee056eaf0
4 changed files with 34 additions and 24 deletions

View File

@@ -152,7 +152,7 @@ public sealed partial class AdminVerbSystem
Act = () => Act = () =>
{ {
// Fuck you. Burn Forever. // Fuck you. Burn Forever.
flammable.FireStacks = FlammableSystem.MaximumFireStacks; flammable.FireStacks = flammable.MaximumFireStacks;
_flammableSystem.Ignite(args.Target, args.User); _flammableSystem.Ignite(args.Target, args.User);
var xform = Transform(args.Target); var xform = Transform(args.Target);
_popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target, _popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target,

View File

@@ -11,49 +11,65 @@ namespace Content.Server.Atmos.Components
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField]
public bool OnFire { get; set; } public bool OnFire;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField]
public float FireStacks { get; set; } public float FireStacks;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")] [DataField]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false; public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")] [DataField]
public bool CanResistFire { get; private set; } = false; public bool CanResistFire { get; private set; } = false;
[DataField("damage", required: true)] [DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs. public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary> /// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide. /// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary> /// </summary>
[DataField("flammableCollisionShape")] [DataField]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f); public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary> /// <summary>
/// Should the component be set on fire by interactions with isHot entities /// Should the component be set on fire by interactions with isHot entities
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("alwaysCombustible")] [DataField]
public bool AlwaysCombustible = false; public bool AlwaysCombustible = false;
/// <summary> /// <summary>
/// Can the component anyhow lose its FireStacks? /// Can the component anyhow lose its FireStacks?
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("canExtinguish")] [DataField]
public bool CanExtinguish = true; public bool CanExtinguish = true;
/// <summary> /// <summary>
/// How many firestacks should be applied to component when being set on fire? /// How many firestacks should be applied to component when being set on fire?
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("firestacksOnIgnite")] [DataField]
public float FirestacksOnIgnite = 2.0f; public float FirestacksOnIgnite = 2.0f;
/// <summary> /// <summary>

View File

@@ -49,13 +49,9 @@ namespace Content.Server.Atmos.EntitySystems
private EntityQuery<PhysicsComponent> _physicsQuery; private EntityQuery<PhysicsComponent> _physicsQuery;
public const float MinimumFireStacks = -10f; // This should probably be moved to the component, requires a rewrite, all fires tick at the same time
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f; private const float UpdateTime = 1f;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
private float _timer; private float _timer;
private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new(); private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
@@ -134,7 +130,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!TryComp<PhysicsComponent>(uid, out var body)) if (!TryComp<PhysicsComponent>(uid, out var body))
return; return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false, _fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body); collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
} }
@@ -192,7 +188,7 @@ namespace Content.Server.Atmos.EntitySystems
// Normal hard collisions, though this isn't generally possible since most flammable things are mobs // Normal hard collisions, though this isn't generally possible since most flammable things are mobs
// which don't collide with one another, shouldn't work here. // which don't collide with one another, shouldn't work here.
if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID) if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
return; return;
if (!flammable.FireSpread) if (!flammable.FireSpread)
@@ -254,7 +250,7 @@ namespace Content.Server.Atmos.EntitySystems
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args) private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
{ {
var tempDelta = args.Temperature - MinIgnitionTemperature; var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
_fireEvents.TryGetValue(ent, out var maxTemp); _fireEvents.TryGetValue(ent, out var maxTemp);
@@ -287,7 +283,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!Resolve(uid, ref flammable)) if (!Resolve(uid, ref flammable))
return; return;
flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks); flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, flammable.FireStacks + relativeFireStacks), flammable.MaximumFireStacks);
if (flammable.OnFire && flammable.FireStacks <= 0) if (flammable.OnFire && flammable.FireStacks <= 0)
Extinguish(uid, flammable); Extinguish(uid, flammable);
@@ -439,12 +435,10 @@ namespace Content.Server.Atmos.EntitySystems
EnsureComp<IgnitionSourceComponent>(uid); EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited(uid); _ignitionSourceSystem.SetIgnited(uid);
var damageScale = MathF.Min( flammable.FireStacks, 5);
if (TryComp(uid, out TemperatureComponent? temp)) if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp); _temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false); _damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks, interruptsDoAfters: false);
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable); AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
} }

View File

@@ -192,7 +192,7 @@
canResistFire: true canResistFire: true
damage: #per second, scales with number of fire 'stacks' damage: #per second, scales with number of fire 'stacks'
types: types:
Heat: 3 Heat: 1.5
- type: FireVisuals - type: FireVisuals
sprite: Mobs/Effects/onfire.rsi sprite: Mobs/Effects/onfire.rsi
normalState: Generic_mob_burning normalState: Generic_mob_burning