New high pressure movement algorithm (#8086)

Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
Tomeno
2022-05-10 17:02:39 +02:00
committed by GitHub
parent f43e36eded
commit 507d4af05f

View File

@@ -120,6 +120,25 @@ 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;
// If we're using monstermos, smooth out the yeet direction to follow the flow
if (MonstermosEqualization)
{
// We step through tiles according to the pressure direction on the current tile.
// The goal is to get a general direction of the airflow in the area.
// 3 is the magic number - enough to go around corners, but not U-turns.
var curTile = tile!;
for (var i = 0; i < 3; i++)
{
if (curTile.PressureDirection == AtmosDirection.Invalid
|| !curTile.AdjacentBits.IsFlagSet(curTile.PressureDirection))
break;
curTile = curTile.AdjacentTiles[curTile.PressureDirection.ToIndex()]!;
}
if (curTile != tile)
tile.PressureSpecificTarget = curTile;
}
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.