Minor atmos optimisations (#6625)
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@@ -1,30 +1,22 @@
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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.Components;
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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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using Content.Server.Atmos.EntitySystems;
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namespace Content.Server.Atmos.Components
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{
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// Unfortunately can't be friends yet due to magboots.
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[RegisterComponent]
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public sealed class MovedByPressureComponent : Component
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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public const float MoveForcePushRatio = 1f;
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public const float MoveForceForcePushRatio = 1f;
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public const float ProbabilityOffset = 25f;
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public const float ProbabilityBasePercent = 10f;
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public const float ThrowForce = 100f;
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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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/// <summary>
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/// Accumulates time when yeeted by high pressure deltas.
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/// </summary>
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[ViewVariables]
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public float Accumulator = 0f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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@@ -37,75 +29,5 @@ namespace Content.Server.Atmos.Components
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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 (!_entMan.TryGetComponent(Owner, out PhysicsComponent? physics))
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return;
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if (!_entMan.TryGetComponent(Owner, out FixturesComponent? fixtureComponent))
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return;
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// TODO ATMOS stuns?
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var transform = _entMan.GetComponent<TransformComponent>(physics.Owner);
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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 (_entMan.HasComponent<MobStateComponent>(physics.Owner))
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{
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physics.BodyStatus = BodyStatus.InAir;
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foreach (var fixture in fixtureComponent.Fixtures.Values)
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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 || !_entMan.TryGetComponent(Owner, out PhysicsComponent? physicsComponent)) return;
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// Uhh if you get race conditions good luck buddy.
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if (_entMan.HasComponent<MobStateComponent>(physicsComponent.Owner))
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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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}
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