* basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
75 lines
3.1 KiB
C#
75 lines
3.1 KiB
C#
#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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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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namespace Content.Server.Atmos
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{
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public class HighPressureMovementController : FrictionController
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{
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[Dependency] private IRobustRandom _robustRandom = default!;
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[Dependency] private IPhysicsManager _physicsManager = default!;
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public override IPhysicsComponent? ControlledComponent { protected get; set; }
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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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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 (ControlledComponent == null)
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return;
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// TODO ATMOS stuns?
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var transform = ControlledComponent.Owner.Transform;
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var pressureComponent = ControlledComponent.Owner.GetComponent<MovedByPressureComponent>();
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var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
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var moveProb = 100f;
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if (pressureComponent.PressureResistance > 0)
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moveProb = MathF.Abs((pressureDifference / pressureComponent.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(pressureComponent.MoveResist)
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&& (!ControlledComponent.Anchored
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&& (maxForce >= (pressureComponent.MoveResist * MoveForcePushRatio)))
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|| (ControlledComponent.Anchored && (maxForce >= (pressureComponent.MoveResist * MoveForceForcePushRatio))))
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{
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if (maxForce > ThrowForce)
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{
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 150f;
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var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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LinearVelocity = 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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LinearVelocity = direction.ToDirection().ToVec() * moveForce;
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}
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pressureComponent.LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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}
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