reverted illegal code added by oniks

This commit is contained in:
Valtos
2024-09-19 14:23:49 +03:00
parent 17e2020f14
commit ebb15a911b
9 changed files with 79 additions and 254 deletions

View File

@@ -1,6 +1,5 @@
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Humanoid;
using Content.Shared.Mobs.Components;
using Content.Shared.Physics;
using Robust.Shared.Audio;
@@ -50,7 +49,8 @@ namespace Content.Server.Atmos.EntitySystems
comp.Accumulator = 0f;
toRemove.Add(ent);
if (TryComp<PhysicsComponent>(uid, out var body))
if (HasComp<MobStateComponent>(uid) &&
TryComp<PhysicsComponent>(uid, out var body))
{
_physics.SetBodyStatus(uid, body, BodyStatus.OnGround);
}
@@ -70,10 +70,27 @@ namespace Content.Server.Atmos.EntitySystems
}
}
private void AddMobMovedByPressure(EntityUid uid, MovedByPressureComponent component, PhysicsComponent body)
{
if (!TryComp<FixturesComponent>(uid, out var fixtures))
return;
_physics.SetBodyStatus(uid, body, BodyStatus.InAir);
foreach (var (id, fixture) in fixtures.Fixtures)
{
_physics.RemoveCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
}
// TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?
// idk it's hard.
component.Accumulator = 0f;
_activePressures.Add((uid, component));
}
private void HighPressureMovements(Entity<GridAtmosphereComponent> gridAtmosphere, TileAtmosphere tile, EntityQuery<PhysicsComponent> bodies, EntityQuery<TransformComponent> xforms, EntityQuery<MovedByPressureComponent> pressureQuery, EntityQuery<MetaDataComponent> metas)
{
if (tile.PressureDifference < SpaceWindMinimumCalculatedMass * SpaceWindMinimumCalculatedMass)
return;
// TODO ATMOS finish this
// Don't play the space wind sound on tiles that are on fire...
@@ -104,7 +121,7 @@ namespace Content.Server.Atmos.EntitySystems
// If we're using monstermos, smooth out the yeet direction to follow the flow
//TODO This is bad, don't run this. It just makes the throws worse by somehow rounding them to orthogonal
if (!MonstermosEqualization)
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.
@@ -144,7 +161,7 @@ namespace Content.Server.Atmos.EntitySystems
(entity, pressureMovements),
gridAtmosphere.Comp.UpdateCounter,
tile.PressureDifference,
tile.PressureDirection,
tile.PressureDirection, 0,
tile.PressureSpecificTarget != null ? _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.PressureSpecificTarget.GridIndices) : EntityCoordinates.Invalid,
gridWorldRotation,
xforms.GetComponent(entity),
@@ -165,29 +182,12 @@ namespace Content.Server.Atmos.EntitySystems
tile.PressureDirection = differenceDirection;
}
//INFO The EE version of this function drops pressureResistanceProbDelta, since it's not needed. If you are for whatever reason calling this function
//INFO And if it isn't working, you've probably still got the pressureResistanceProbDelta line included.
/// <notes>
/// EXPLANATION:
/// pressureDifference = Force of Air Flow on a given tile
/// physics.Mass = Mass of the object potentially being thrown
/// physics.InvMass = 1 divided by said Mass. More CPU efficient way to do division.
///
/// Objects can only be thrown if the force of air flow is greater than the SQUARE of their mass or {SpaceWindMinimumCalculatedMass}, whichever is heavier
/// This means that the heavier an object is, the exponentially more force is required to move it
/// The force of a throw is equal to the force of air pressure, divided by an object's mass. So not only are heavier objects
/// less likely to be thrown, they are also harder to throw,
/// while lighter objects are yeeted easily, and from great distance.
///
/// For a human sized entity with a standard weight of 80kg and a spacing between a hard vacuum and a room pressurized at 101kpa,
/// The human shall only be moved if he is either very close to the hole, or is standing in a region of high airflow
/// </notes>
public void ExperiencePressureDifference(
Entity<MovedByPressureComponent> ent,
int cycle,
float pressureDifference,
AtmosDirection direction,
float pressureResistanceProbDelta,
EntityCoordinates throwTarget,
Angle gridWorldRotation,
TransformComponent? xform = null,
@@ -200,28 +200,50 @@ namespace Content.Server.Atmos.EntitySystems
if (!Resolve(uid, ref xform))
return;
// TODO ATMOS stuns?
if (physics.BodyType != BodyType.Static
&& !float.IsPositiveInfinity(component.MoveResist))
var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
var moveProb = 100f;
if (component.PressureResistance > 0)
moveProb = MathF.Abs((pressureDifference / component.PressureResistance * MovedByPressureComponent.ProbabilityBasePercent) -
MovedByPressureComponent.ProbabilityOffset);
// Can we yeet the thing (due to probability, strength, etc.)
if (moveProb > MovedByPressureComponent.ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
&& !float.IsPositiveInfinity(component.MoveResist)
&& (physics.BodyType != BodyType.Static
&& (maxForce >= (component.MoveResist * MovedByPressureComponent.MoveForcePushRatio)))
|| (physics.BodyType == BodyType.Static && (maxForce >= (component.MoveResist * MovedByPressureComponent.MoveForceForcePushRatio))))
{
var moveForce = pressureDifference * MathF.Max(physics.InvMass, SpaceWindMaximumCalculatedInverseMass);
if (HasComp<HumanoidAppearanceComponent>(ent))
moveForce *= HumanoidThrowMultiplier;
if (moveForce > physics.Mass)
if (HasComp<MobStateComponent>(uid))
{
AddMobMovedByPressure(uid, component, physics);
}
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();
moveForce *= MathF.Max(physics.InvMass, SpaceWindMaximumCalculatedInverseMass);
//TODO Consider replacing throw target with proper trigonometry angles.
// 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)
{
var pos = throwTarget.ToMap(EntityManager, _transformSystem).Position - xform.WorldPosition + dirVec;
_throwing.TryThrow(uid, pos.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
var pos = ((throwTarget.ToMap(EntityManager, _transformSystem).Position - xform.WorldPosition).Normalized() + dirVec).Normalized();
_physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
}
else
{
_throwing.TryThrow(uid, dirVec.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
moveForce = MathF.Min(moveForce, SpaceWindMaxPushForce);
_physics.ApplyLinearImpulse(uid, dirVec * moveForce, body: physics);
}
component.LastHighPressureMovementAirCycle = cycle;