- fix: Revert flammable changes. (#408)

This commit is contained in:
Aviu00
2024-07-01 13:27:22 +00:00
committed by GitHub
parent ddf9bea8a2
commit b24cff72c9
3 changed files with 65 additions and 73 deletions

View File

@@ -152,7 +152,7 @@ public sealed partial class AdminVerbSystem
Act = () => Act = () =>
{ {
// Fuck you. Burn Forever. // Fuck you. Burn Forever.
flammable.FireStacks = flammable.MaximumFireStacks; flammable.FireStacks = FlammableSystem.MaximumFireStacks;
_flammableSystem.Ignite(args.Target, args.User); _flammableSystem.Ignite(args.Target, args.User);
var xform = Transform(args.Target); var xform = Transform(args.Target);
_popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target, _popupSystem.PopupEntity(Loc.GetString("admin-smite-set-alight-self"), args.Target,

View File

@@ -11,65 +11,49 @@ namespace Content.Server.Atmos.Components
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField]
public bool OnFire; public bool OnFire { get; set; }
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField]
public float FireStacks; public float FireStacks { get; set; }
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField("fireSpread")]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false; public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false; public bool CanResistFire { get; private set; } = false;
[DataField(required: true)] [DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs. public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary> /// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide. /// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary> /// </summary>
[DataField] [DataField("flammableCollisionShape")]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f); public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary> /// <summary>
/// Should the component be set on fire by interactions with isHot entities /// Should the component be set on fire by interactions with isHot entities
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField("alwaysCombustible")]
public bool AlwaysCombustible = false; public bool AlwaysCombustible = false;
/// <summary> /// <summary>
/// Can the component anyhow lose its FireStacks? /// Can the component anyhow lose its FireStacks?
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField("canExtinguish")]
public bool CanExtinguish = true; public bool CanExtinguish = true;
/// <summary> /// <summary>
/// How many firestacks should be applied to component when being set on fire? /// How many firestacks should be applied to component when being set on fire?
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField] [DataField("firestacksOnIgnite")]
public float FirestacksOnIgnite = 2.0f; public float FirestacksOnIgnite = 2.0f;
/// <summary> /// <summary>

View File

@@ -52,11 +52,13 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SpellBladeSystem _spellBlade = default!; // WD [Dependency] private readonly SpellBladeSystem _spellBlade = default!; // WD
private EntityQuery<PhysicsComponent> _physicsQuery; public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
private const float UpdateTime = 1f; private const float UpdateTime = 1f;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
private float _timer; private float _timer;
private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new(); private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
@@ -65,8 +67,6 @@ namespace Content.Server.Atmos.EntitySystems
{ {
UpdatesAfter.Add(typeof(AtmosphereSystem)); UpdatesAfter.Add(typeof(AtmosphereSystem));
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit); SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing); SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide); SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
@@ -141,7 +141,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!TryComp<PhysicsComponent>(uid, out var body)) if (!TryComp<PhysicsComponent>(uid, out var body))
return; return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false, _fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body); 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 // 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. // which don't collide with one another, shouldn't work here.
if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID) if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
return; return;
if (!flammable.FireSpread) if (!flammable.FireSpread)
@@ -211,30 +211,49 @@ namespace Content.Server.Atmos.EntitySystems
if (!flammable.OnFire && !otherFlammable.OnFire) if (!flammable.OnFire && !otherFlammable.OnFire)
return; // Neither are on fire return; // Neither are on fire
// Both are on fire -> equalize fire stacks. // WD START
// Weight each thing's firestacks by its mass var weHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid);
var mass1 = 1f; var theyHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(otherUid);
var mass2 = 1f; // WD END
if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
if (flammable.OnFire && otherFlammable.OnFire)
{ {
mass1 = physics.Mass; if (weHold && !theyHold || theyHold && !weHold) // WD
mass2 = otherPhys.Mass; 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;
} }
// when the thing on fire is more massive than the other, the following happens: // Only one is on fire -> attempt to spread the fire.
// - the thing on fire loses a small number of firestacks if (flammable.OnFire)
// - 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 if (theyHold) // WD
var total = mass1 + mass2; return;
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total; otherFlammable.FireStacks += flammable.FireStacks / 2;
Ignite(otherUid, uid, otherFlammable);
// swap the entity losing stacks depending on whichever has the most firestack kilos if (flammable.CanExtinguish)
var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2 {
? (-1f, 1f) flammable.FireStacks /= 2;
: (1f, -1f); UpdateAppearance(uid, flammable);
// 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); else
{
if (weHold) // WD
return;
flammable.FireStacks += otherFlammable.FireStacks / 2;
Ignite(uid, otherUid, flammable);
if (otherFlammable.CanExtinguish)
{
otherFlammable.FireStacks /= 2;
UpdateAppearance(otherUid, otherFlammable);
}
}
} }
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args) private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
@@ -244,7 +263,7 @@ namespace Content.Server.Atmos.EntitySystems
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args) private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
{ {
var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature; var tempDelta = args.Temperature - MinIgnitionTemperature;
_fireEvents.TryGetValue(ent, out var maxTemp); _fireEvents.TryGetValue(ent, out var maxTemp);
@@ -272,30 +291,17 @@ namespace Content.Server.Atmos.EntitySystems
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance); _appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
} }
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false) public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
{ {
if (!Resolve(uid, ref flammable)) if (!Resolve(uid, ref flammable))
return; return;
SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite); flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks);
}
public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false) if (flammable.OnFire && flammable.FireStacks <= 0)
{
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
if (flammable.FireStacks <= 0)
{
Extinguish(uid, flammable); Extinguish(uid, flammable);
}
else else
{
flammable.OnFire = ignite;
UpdateAppearance(uid, flammable); UpdateAppearance(uid, flammable);
}
} }
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null) public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
@@ -444,11 +450,13 @@ namespace Content.Server.Atmos.EntitySystems
EnsureComp<IgnitionSourceComponent>(uid); EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited(uid); _ignitionSourceSystem.SetIgnited(uid);
var damageScale = MathF.Min( flammable.FireStacks, 5);
if (TryComp(uid, out TemperatureComponent? temp)) if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp); _temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
if (!_spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid)) // WD EDIT if (!_spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid)) // WD EDIT
_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks, interruptsDoAfters: false); _damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable); AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
} }