- fix: Revert flammable changes. (#408)
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@@ -152,7 +152,7 @@ public sealed partial class AdminVerbSystem
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Act = () =>
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{
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// Fuck you. Burn Forever.
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flammable.FireStacks = flammable.MaximumFireStacks;
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flammable.FireStacks = FlammableSystem.MaximumFireStacks;
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_flammableSystem.Ignite(args.Target, args.User);
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var xform = Transform(args.Target);
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_popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target,
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@@ -11,65 +11,49 @@ namespace Content.Server.Atmos.Components
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool OnFire;
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public bool OnFire { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FireStacks;
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public float FireStacks { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MaximumFireStacks = 10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinimumFireStacks = -10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string FlammableFixtureID = "flammable";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinIgnitionTemperature = 373.15f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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[DataField("fireSpread")]
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public bool FireSpread { get; private set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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[DataField("canResistFire")]
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public bool CanResistFire { get; private set; } = false;
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[DataField(required: true)]
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
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/// <summary>
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/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
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/// </summary>
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[DataField]
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[DataField("flammableCollisionShape")]
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public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
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/// <summary>
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/// Should the component be set on fire by interactions with isHot entities
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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[DataField("alwaysCombustible")]
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public bool AlwaysCombustible = false;
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/// <summary>
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/// Can the component anyhow lose its FireStacks?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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[DataField("canExtinguish")]
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public bool CanExtinguish = true;
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/// <summary>
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/// How many firestacks should be applied to component when being set on fire?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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[DataField("firestacksOnIgnite")]
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public float FirestacksOnIgnite = 2.0f;
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/// <summary>
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@@ -52,11 +52,13 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SpellBladeSystem _spellBlade = default!; // WD
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private EntityQuery<PhysicsComponent> _physicsQuery;
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// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
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public const float MinimumFireStacks = -10f;
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public const float MaximumFireStacks = 20f;
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private const float UpdateTime = 1f;
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public const float MinIgnitionTemperature = 373.15f;
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public const string FlammableFixtureID = "flammable";
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private float _timer;
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private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
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@@ -65,8 +67,6 @@ namespace Content.Server.Atmos.EntitySystems
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{
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UpdatesAfter.Add(typeof(AtmosphereSystem));
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
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@@ -141,7 +141,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false,
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collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
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}
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@@ -199,7 +199,7 @@ namespace Content.Server.Atmos.EntitySystems
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// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
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// which don't collide with one another, shouldn't work here.
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if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
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if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
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return;
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if (!flammable.FireSpread)
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@@ -211,30 +211,49 @@ namespace Content.Server.Atmos.EntitySystems
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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// Both are on fire -> equalize fire stacks.
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// Weight each thing's firestacks by its mass
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var mass1 = 1f;
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var mass2 = 1f;
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if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
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// WD START
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var weHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid);
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var theyHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(otherUid);
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// WD END
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if (flammable.OnFire && otherFlammable.OnFire)
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{
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
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if (weHold && !theyHold || theyHold && !weHold) // WD
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return;
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// Both are on fire -> equalize fire stacks.
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
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flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
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otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
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UpdateAppearance(uid, flammable);
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UpdateAppearance(otherUid, otherFlammable);
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return;
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}
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// when the thing on fire is more massive than the other, the following happens:
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// - the thing on fire loses a small number of firestacks
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// - the other thing gains a large number of firestacks
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// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
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var total = mass1 + mass2;
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
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// swap the entity losing stacks depending on whichever has the most firestack kilos
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var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
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? (-1f, 1f)
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: (1f, -1f);
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// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
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AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
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AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
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// Only one is on fire -> attempt to spread the fire.
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if (flammable.OnFire)
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{
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if (theyHold) // WD
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return;
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otherFlammable.FireStacks += flammable.FireStacks / 2;
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Ignite(otherUid, uid, otherFlammable);
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if (flammable.CanExtinguish)
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{
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flammable.FireStacks /= 2;
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UpdateAppearance(uid, flammable);
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}
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}
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else
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{
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if (weHold) // WD
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return;
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flammable.FireStacks += otherFlammable.FireStacks / 2;
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Ignite(uid, otherUid, flammable);
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if (otherFlammable.CanExtinguish)
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{
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otherFlammable.FireStacks /= 2;
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UpdateAppearance(otherUid, otherFlammable);
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}
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}
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}
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private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
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@@ -244,7 +263,7 @@ namespace Content.Server.Atmos.EntitySystems
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private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
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{
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var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
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var tempDelta = args.Temperature - MinIgnitionTemperature;
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_fireEvents.TryGetValue(ent, out var maxTemp);
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@@ -272,30 +291,17 @@ namespace Content.Server.Atmos.EntitySystems
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
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{
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if (!Resolve(uid, ref flammable))
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return;
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SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
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}
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flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks);
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public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
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if (flammable.FireStacks <= 0)
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{
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if (flammable.OnFire && flammable.FireStacks <= 0)
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Extinguish(uid, flammable);
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}
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else
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{
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flammable.OnFire = ignite;
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UpdateAppearance(uid, flammable);
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}
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}
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public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
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@@ -444,11 +450,13 @@ namespace Content.Server.Atmos.EntitySystems
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EnsureComp<IgnitionSourceComponent>(uid);
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_ignitionSourceSystem.SetIgnited(uid);
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var damageScale = MathF.Min( flammable.FireStacks, 5);
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if (TryComp(uid, out TemperatureComponent? temp))
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_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
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_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
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if (!_spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid)) // WD EDIT
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks, interruptsDoAfters: false);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
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AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
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}
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