Cherrypicks 4 (#393)

* Immovable Rod changes (#26757)

* Adds non randomized rod velocity (#27123)

* adds non randomized rod velocity

* Adds despawn suffix to despawn rod

* make fire spreading scale with mass (#27202)

* make fire spreading scale with mass

* realer

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

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

* lower max firestacks to 10, refactor flammable

* fix

* uncap fire stack damage, lower fire stack damage

* fix fire spread round removal (#27986)

* fix a resolve debug assert

* rewrite fire spread

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* fire troll fix (#28034)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Hide doafters if you're in a container (#29487)

* Hide doafters if you're in a container

* Out of the loop

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Add ghost role raffles (#26629)

* Add ghost role raffles

* GRR: Fix dialogue sizing, fix merge

* GRR: Add raffle deciders (winner picker)

* GRR: Make settings prototype based with option to override

* GRR: Use Raffles folder and namespace

* GRR: DataFieldify and TimeSpanify

* GRR: Don't actually DataFieldify HashSet<ICommonSession>s

* GRR: add GetGhostRoleCount() + docs

* update engine on branch

* Ghost role raffles: docs, fix window size, cleanup, etc

* GRR: Admin UI

* GRR: Admin UI: Display initial/max/ext of selected raffle settings proto

* GRR: Make a ton of roles raffled

* Make ERT use short raffle timer (#27830)

Co-authored-by: plykiya <plykiya@protonmail.com>

* gives loneops a proper ghost role raffle (#27841)

* shorten short raffle (#28685)

* - fix: Conflicts.

* - fix.

---------

Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: no <165581243+pissdemon@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: HS <81934438+HolySSSS@users.noreply.github.com>
This commit is contained in:
Aviu00
2024-06-29 20:02:26 +00:00
committed by GitHub
parent 21197b4d40
commit 8922181b84
56 changed files with 1317 additions and 140 deletions

View File

@@ -52,12 +52,10 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SpellBladeSystem _spellBlade = default!; // WD
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
private EntityQuery<PhysicsComponent> _physicsQuery;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
private const float UpdateTime = 1f;
private float _timer;
@@ -67,6 +65,8 @@ namespace Content.Server.Atmos.EntitySystems
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
@@ -141,7 +141,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false,
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
}
@@ -199,7 +199,7 @@ namespace Content.Server.Atmos.EntitySystems
// 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.
if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
return;
if (!flammable.FireSpread)
@@ -211,49 +211,30 @@ namespace Content.Server.Atmos.EntitySystems
if (!flammable.OnFire && !otherFlammable.OnFire)
return; // Neither are on fire
// WD START
var weHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid);
var theyHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(otherUid);
// WD END
if (flammable.OnFire && otherFlammable.OnFire)
// Both are on fire -> equalize fire stacks.
// Weight each thing's firestacks by its mass
var mass1 = 1f;
var mass2 = 1f;
if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
{
if (weHold && !theyHold || theyHold && !weHold) // WD
return;
// Both are on fire -> equalize fire stacks.
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
UpdateAppearance(uid, flammable);
UpdateAppearance(otherUid, otherFlammable);
return;
mass1 = physics.Mass;
mass2 = otherPhys.Mass;
}
// Only one is on fire -> attempt to spread the fire.
if (flammable.OnFire)
{
if (theyHold) // WD
return;
otherFlammable.FireStacks += flammable.FireStacks / 2;
Ignite(otherUid, uid, otherFlammable);
if (flammable.CanExtinguish)
{
flammable.FireStacks /= 2;
UpdateAppearance(uid, flammable);
}
}
else
{
if (weHold) // WD
return;
flammable.FireStacks += otherFlammable.FireStacks / 2;
Ignite(uid, otherUid, flammable);
if (otherFlammable.CanExtinguish)
{
otherFlammable.FireStacks /= 2;
UpdateAppearance(otherUid, otherFlammable);
}
}
// when the thing on fire is more massive than the other, the following happens:
// - the thing on fire loses a small number of firestacks
// - the other thing gains a large number of firestacks
// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
var total = mass1 + mass2;
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
// swap the entity losing stacks depending on whichever has the most firestack kilos
var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
? (-1f, 1f)
: (1f, -1f);
// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
}
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
@@ -263,7 +244,7 @@ namespace Content.Server.Atmos.EntitySystems
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);
@@ -291,17 +272,30 @@ namespace Content.Server.Atmos.EntitySystems
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
}
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
{
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks);
SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
}
if (flammable.OnFire && flammable.FireStacks <= 0)
public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
{
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
if (flammable.FireStacks <= 0)
{
Extinguish(uid, flammable);
}
else
{
flammable.OnFire = ignite;
UpdateAppearance(uid, flammable);
}
}
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
@@ -450,13 +444,11 @@ namespace Content.Server.Atmos.EntitySystems
EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited(uid);
var damageScale = MathF.Min( flammable.FireStacks, 5);
if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
if (!_spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid)) // WD EDIT
_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);
}