Add an atmos throw velocity cap, adjustible console variables, and fix throw directions for station rotation (#7631)

This commit is contained in:
20kdc
2022-04-18 15:42:32 +01:00
committed by GitHub
parent 86a474f321
commit 4892b7960f
3 changed files with 54 additions and 4 deletions

View File

@@ -9,6 +9,10 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly IConfigurationManager _cfg = default!; [Dependency] private readonly IConfigurationManager _cfg = default!;
public bool SpaceWind { get; private set; } public bool SpaceWind { get; private set; }
public float SpaceWindPressureForceDivisorThrow { get; private set; }
public float SpaceWindPressureForceDivisorPush { get; private set; }
public float SpaceWindMaxVelocity { get; private set; }
public float SpaceWindMaxPushForce { get; private set; }
public bool MonstermosEqualization { get; private set; } public bool MonstermosEqualization { get; private set; }
public bool MonstermosDepressurization { get; private set; } public bool MonstermosDepressurization { get; private set; }
public bool MonstermosRipTiles { get; private set; } public bool MonstermosRipTiles { get; private set; }
@@ -23,6 +27,10 @@ namespace Content.Server.Atmos.EntitySystems
private void InitializeCVars() private void InitializeCVars()
{ {
_cfg.OnValueChanged(CCVars.SpaceWind, value => SpaceWind = value, true); _cfg.OnValueChanged(CCVars.SpaceWind, value => SpaceWind = value, true);
_cfg.OnValueChanged(CCVars.SpaceWindPressureForceDivisorThrow, value => SpaceWindPressureForceDivisorThrow = value, true);
_cfg.OnValueChanged(CCVars.SpaceWindPressureForceDivisorPush, value => SpaceWindPressureForceDivisorPush = value, true);
_cfg.OnValueChanged(CCVars.SpaceWindMaxVelocity, value => SpaceWindMaxVelocity = value, true);
_cfg.OnValueChanged(CCVars.SpaceWindMaxPushForce, value => SpaceWindMaxPushForce = value, true);
_cfg.OnValueChanged(CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true); _cfg.OnValueChanged(CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true);
_cfg.OnValueChanged(CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true); _cfg.OnValueChanged(CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
_cfg.OnValueChanged(CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true); _cfg.OnValueChanged(CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);

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@@ -104,6 +104,9 @@ namespace Content.Server.Atmos.EntitySystems
} }
} }
// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
var gridWorldRotation = xforms.GetComponent(gridAtmosphere.Owner).WorldRotation;
foreach (var entity in _lookup.GetEntitiesIntersecting(tile.GridIndex, tile.GridIndices)) foreach (var entity in _lookup.GetEntitiesIntersecting(tile.GridIndex, tile.GridIndices))
{ {
// Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway. // Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway.
@@ -125,6 +128,7 @@ namespace Content.Server.Atmos.EntitySystems
tile.PressureDifference, tile.PressureDifference,
tile.PressureDirection, 0, tile.PressureDirection, 0,
tile.PressureSpecificTarget?.GridIndices.ToEntityCoordinates(tile.GridIndex, _mapManager) ?? EntityCoordinates.Invalid, tile.PressureSpecificTarget?.GridIndices.ToEntityCoordinates(tile.GridIndex, _mapManager) ?? EntityCoordinates.Invalid,
gridWorldRotation,
xforms.GetComponent(entity), xforms.GetComponent(entity),
body); body);
} }
@@ -140,6 +144,7 @@ namespace Content.Server.Atmos.EntitySystems
_spaceWindSoundCooldown = 0; _spaceWindSoundCooldown = 0;
} }
// Called from AtmosphereSystem.LINDA.cs with SpaceWind CVar check handled there.
private void ConsiderPressureDifference(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, TileAtmosphere other, float difference) private void ConsiderPressureDifference(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, TileAtmosphere other, float difference)
{ {
gridAtmosphere.HighPressureDelta.Add(tile); gridAtmosphere.HighPressureDelta.Add(tile);
@@ -157,6 +162,7 @@ namespace Content.Server.Atmos.EntitySystems
AtmosDirection direction, AtmosDirection direction,
float pressureResistanceProbDelta, float pressureResistanceProbDelta,
EntityCoordinates throwTarget, EntityCoordinates throwTarget,
Angle gridWorldRotation,
TransformComponent? xform = null, TransformComponent? xform = null,
PhysicsComponent? physics = null) PhysicsComponent? physics = null)
{ {
@@ -188,18 +194,28 @@ namespace Content.Server.Atmos.EntitySystems
if (maxForce > MovedByPressureComponent.ThrowForce) if (maxForce > MovedByPressureComponent.ThrowForce)
{ {
var moveForce = maxForce;
moveForce /= (throwTarget != EntityCoordinates.Invalid) ? SpaceWindPressureForceDivisorThrow : SpaceWindPressureForceDivisorPush;
moveForce *= MathHelper.Clamp(moveProb, 0, 100);
// Apply a sanity clamp to prevent being thrown through objects.
var maxSafeForceForObject = SpaceWindMaxVelocity * physics.Mass;
moveForce = MathF.Min(moveForce, maxSafeForceForObject);
// Grid-rotation adjusted direction
var dirVec = (direction.ToAngle() + gridWorldRotation).ToWorldVec();
// TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs. // TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
if (throwTarget != EntityCoordinates.Invalid) if (throwTarget != EntityCoordinates.Invalid)
{ {
var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f; var pos = ((throwTarget.ToMap(EntityManager).Position - xform.WorldPosition).Normalized + dirVec).Normalized;
var pos = ((throwTarget.Position - xform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
physics.ApplyLinearImpulse(pos * moveForce); physics.ApplyLinearImpulse(pos * moveForce);
} }
else else
{ {
var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f); moveForce = MathF.Min(moveForce, SpaceWindMaxPushForce);
physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce); physics.ApplyLinearImpulse(dirVec * moveForce);
} }
component.LastHighPressureMovementAirCycle = cycle; component.LastHighPressureMovementAirCycle = cycle;

View File

@@ -544,6 +544,32 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<bool> SpaceWind = public static readonly CVarDef<bool> SpaceWind =
CVarDef.Create("atmos.space_wind", true, CVar.SERVERONLY); CVarDef.Create("atmos.space_wind", true, CVar.SERVERONLY);
/// <summary>
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
/// <summary>
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
/// <summary>
/// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
/// Useful to prevent clipping through objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaxVelocity =
CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
/// <summary>
/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
/// A "throwing" atmospheric pressure difference ignores this limit, but not the max. velocity limit.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaxPushForce =
CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether monstermos tile equalization is enabled. /// Whether monstermos tile equalization is enabled.
/// </summary> /// </summary>