Порт атмоса с ЕЕ + пара фиксво (#491)

* fix a lot of spaces in shuttle call reason

* fix tts fatal without api url

* Physics Based Air Throws (#342)

I've made it so that when a room is explosively depressurized(or when a
body of high pressure air flows into one of lower pressure air), that
entities inside are launched by the air pressure with effects according
to their mass. An entity's mass is now used as an innate resistance to
forced movement by airflow, and more massive entities are both less
likely to be launched, and will launch less far than others. While
lighter entities are launched far more easily, and will shoot off into
space quite quickly! Spacing departments has never been so exciting!
This can be made extraordinarily fun if more objects are given the
ability to injure people when colliding with them at high speeds.

As a note, Humans are very unlikely to be sucked into space at a typical
force generated from a 101kpa room venting into 0kpa, unless they
happened to be standing right next to the opening to space when it was
created. The same cannot be said for "Lighter-Than-Human" species such
as Felinids and Harpies. I guess that's just the price to pay for being
cute. :)

On a plus side, because the math behind this is simplified even further
than it was before, this actually runs more efficiently than the
previous system.

Nothing, this is basically done. I've spent a good 6 hours straight
finely tuning the system until I was satisfied that it reflects
something close to reality.

**Before the Space Wind Rework:**

https://github.com/Simple-Station/Einstein-Engines/assets/16548818/0bf56c50-58e6-4aef-97f8-027fbe62331e

**With this Rework:**

https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6be507a9-e9de-4bb8-9d46-8b7c83ed5f1d

🆑 VMSolidus
- add: Atmospheric "Throws" are now calculated using object mass, and
behave accordingly. Tiny objects will shoot out of rooms quite fast!

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* fixes

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
This commit is contained in:
ThereDrD0
2024-07-24 22:40:38 +03:00
committed by GitHub
parent c4ed22638b
commit f56e97b122
11 changed files with 262 additions and 87 deletions

View File

@@ -12,9 +12,14 @@ namespace Content.Server.Atmos.EntitySystems
public float SpaceWindPressureForceDivisorPush { get; private set; }
public float SpaceWindMaxVelocity { get; private set; }
public float SpaceWindMaxPushForce { get; private set; }
public float SpaceWindMinimumCalculatedMass { get; private set; }
public float SpaceWindMaximumCalculatedInverseMass { get; private set; }
public bool MonstermosUseExpensiveAirflow { get; private set; }
public bool MonstermosEqualization { get; private set; }
public bool MonstermosDepressurization { get; private set; }
public bool MonstermosRipTiles { get; private set; }
public float MonstermosRipTilesMinimumPressure { get; private set; }
public float MonstermosRipTilesPressureOffset { get; private set; }
public bool GridImpulse { get; private set; }
public float SpacingEscapeRatio { get; private set; }
public float SpacingMinGas { get; private set; }
@@ -26,6 +31,7 @@ namespace Content.Server.Atmos.EntitySystems
public float AtmosTickRate { get; private set; }
public float Speedup { get; private set; }
public float HeatScale { get; private set; }
public float HumanoidThrowMultiplier { get; private set; }
/// <summary>
/// Time between each atmos sub-update. If you are writing an atmos device, use AtmosDeviceUpdateEvent.dt
@@ -41,9 +47,14 @@ namespace Content.Server.Atmos.EntitySystems
Subs.CVar(_cfg, CCVars.SpaceWindPressureForceDivisorPush, value => SpaceWindPressureForceDivisorPush = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMaxVelocity, value => SpaceWindMaxVelocity = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMaxPushForce, value => SpaceWindMaxPushForce = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMinimumCalculatedMass, value => SpaceWindMinimumCalculatedMass = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMaximumCalculatedInverseMass, value => SpaceWindMaximumCalculatedInverseMass = value, true);
Subs.CVar(_cfg, CCVars.MonstermosUseExpensiveAirflow, value => MonstermosUseExpensiveAirflow = value, true);
Subs.CVar(_cfg, CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true);
Subs.CVar(_cfg, CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
Subs.CVar(_cfg, CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);
Subs.CVar(_cfg, CCVars.MonstermosRipTilesMinimumPressure, value => MonstermosRipTilesMinimumPressure = value, true);
Subs.CVar(_cfg, CCVars.MonstermosRipTilesPressureOffset, value => MonstermosRipTilesPressureOffset = value, true);
Subs.CVar(_cfg, CCVars.AtmosGridImpulse, value => GridImpulse = value, true);
Subs.CVar(_cfg, CCVars.AtmosSpacingEscapeRatio, value => SpacingEscapeRatio = value, true);
Subs.CVar(_cfg, CCVars.AtmosSpacingMinGas, value => SpacingMinGas = value, true);
@@ -55,6 +66,7 @@ namespace Content.Server.Atmos.EntitySystems
Subs.CVar(_cfg, CCVars.AtmosHeatScale, value => { HeatScale = value; InitializeGases(); }, true);
Subs.CVar(_cfg, CCVars.ExcitedGroups, value => ExcitedGroups = value, true);
Subs.CVar(_cfg, CCVars.ExcitedGroupsSpaceIsAllConsuming, value => ExcitedGroupsSpaceIsAllConsuming = value, true);
Subs.CVar(_cfg, CCVars.AtmosHumanoidThrowMultiplier, value => HumanoidThrowMultiplier = value, true);
}
}
}

View File

@@ -1,5 +1,6 @@
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;
@@ -49,8 +50,7 @@ namespace Content.Server.Atmos.EntitySystems
comp.Accumulator = 0f;
toRemove.Add(ent);
if (HasComp<MobStateComponent>(uid) &&
TryComp<PhysicsComponent>(uid, out var body))
if (TryComp<PhysicsComponent>(uid, out var body))
{
_physics.SetBodyStatus(uid, body, BodyStatus.OnGround);
}
@@ -70,27 +70,10 @@ 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...
@@ -120,7 +103,8 @@ namespace Content.Server.Atmos.EntitySystems
var gridWorldRotation = xforms.GetComponent(gridAtmosphere).WorldRotation;
// If we're using monstermos, smooth out the yeet direction to follow the flow
if (MonstermosEqualization)
//TODO This is bad, don't run this. It just makes the throws worse by somehow rounding them to orthogonal
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.
@@ -160,7 +144,7 @@ namespace Content.Server.Atmos.EntitySystems
(entity, pressureMovements),
gridAtmosphere.Comp.UpdateCounter,
tile.PressureDifference,
tile.PressureDirection, 0,
tile.PressureDirection,
tile.PressureSpecificTarget != null ? _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.PressureSpecificTarget.GridIndices) : EntityCoordinates.Invalid,
gridWorldRotation,
xforms.GetComponent(entity),
@@ -181,12 +165,29 @@ 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,
@@ -199,50 +200,28 @@ namespace Content.Server.Atmos.EntitySystems
if (!Resolve(uid, ref xform))
return;
// TODO ATMOS stuns?
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))))
if (physics.BodyType != BodyType.Static
&& !float.IsPositiveInfinity(component.MoveResist))
{
if (HasComp<MobStateComponent>(uid))
var moveForce = pressureDifference * MathF.Max(physics.InvMass, SpaceWindMaximumCalculatedInverseMass);
if (HasComp<HumanoidAppearanceComponent>(ent))
moveForce *= HumanoidThrowMultiplier;
if (moveForce > physics.Mass)
{
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: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
//TODO Consider replacing throw target with proper trigonometry angles.
if (throwTarget != EntityCoordinates.Invalid)
{
var pos = ((throwTarget.ToMap(EntityManager, _transformSystem).Position - xform.WorldPosition).Normalized() + dirVec).Normalized();
_physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
var pos = throwTarget.ToMap(EntityManager, _transformSystem).Position - xform.WorldPosition + dirVec;
_throwing.TryThrow(uid, pos.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
}
else
{
moveForce = MathF.Min(moveForce, SpaceWindMaxPushForce);
_physics.ApplyLinearImpulse(uid, dirVec * moveForce, body: physics);
_throwing.TryThrow(uid, dirVec.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
}
component.LastHighPressureMovementAirCycle = cycle;

View File

@@ -5,11 +5,13 @@ using Content.Server.Doors.Systems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Database;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
@@ -137,7 +139,7 @@ namespace Content.Server.Atmos.EntitySystems
var logN = MathF.Log2(tileCount);
// Optimization - try to spread gases using an O(n log n) algorithm that has a chance of not working first to avoid O(n^2)
if (giverTilesLength > logN && takerTilesLength > logN)
if (!MonstermosUseExpensiveAirflow && giverTilesLength > logN && takerTilesLength > logN)
{
// Even if it fails, it will speed up the next part.
Array.Sort(_equalizeTiles, 0, tileCount, _monstermosComparer);
@@ -550,7 +552,8 @@ namespace Content.Server.Atmos.EntitySystems
}
InvalidateVisuals(ent, otherTile);
HandleDecompressionFloorRip(mapGrid, otherTile, otherTile.MonstermosInfo.CurrentTransferAmount);
if (MonstermosRipTiles && otherTile.PressureDifference > MonstermosRipTilesMinimumPressure)
HandleDecompressionFloorRip(mapGrid, otherTile, otherTile.PressureDifference);
}
if (GridImpulse && tileCount > 0)
@@ -682,14 +685,14 @@ namespace Content.Server.Atmos.EntitySystems
adj.MonstermosInfo[idx.ToOppositeDir()] -= amount;
}
private void HandleDecompressionFloorRip(MapGridComponent mapGrid, TileAtmosphere tile, float sum)
private void HandleDecompressionFloorRip(MapGridComponent mapGrid, TileAtmosphere tile, float delta)
{
if (!MonstermosRipTiles)
if (!mapGrid.TryGetTileRef(tile.GridIndices, out var tileRef))
return;
var tileref = tileRef.Tile;
var chance = MathHelper.Clamp(0.01f + (sum / SpacingMaxWind) * 0.3f, 0.003f, 0.3f);
if (sum > 20 && _robustRandom.Prob(chance))
var tileDef = (ContentTileDefinition) _tileDefinitionManager[tileref.TypeId];
if (!tileDef.Reinforced && tileDef.TileRipResistance < delta * MonstermosRipTilesPressureOffset)
PryTile(mapGrid, tile.GridIndices);
}

View File

@@ -6,6 +6,7 @@ using Content.Server.NodeContainer.EntitySystems;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.Doors.Components;
using Content.Shared.Maps;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
@@ -37,6 +38,7 @@ public sealed partial class AtmosphereSystem : SharedAtmosphereSystem
[Dependency] private readonly TileSystem _tile = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] public readonly PuddleSystem Puddle = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
private const float ExposedUpdateDelay = 1f;
private float _exposedTimer = 0f;

View File

@@ -171,8 +171,9 @@ public sealed class TemperatureSystem : EntitySystem
{
return Atmospherics.MinimumHeatCapacity;
}
return comp.SpecificHeat * physics.FixturesMass;
if (physics.Mass < 1)
return comp.SpecificHeat;
else return comp.SpecificHeat * physics.FixturesMass;
}
private void OnInit(EntityUid uid, InternalTemperatureComponent comp, MapInitEvent args)

View File

@@ -63,9 +63,10 @@ public sealed class TTSManager
{
var url = _cfg.GetCVar(WhiteCVars.TtsApiUrl);
var maxCacheSize = _cfg.GetCVar(WhiteCVars.TtsMaxCacheSize);
if (string.IsNullOrWhiteSpace(url))
if (string.IsNullOrWhiteSpace(url)) // zaebal padat
{
throw new Exception("TTS Api url not specified");
_sawmill.Log(LogLevel.Error, nameof(TTSManager), "TTS Api url not specified");
return null;
}
WantedCount.Inc();
@@ -193,4 +194,4 @@ public sealed class TTSManager
[JsonPropertyName("audio")]
public string Audio { get; set; }
}
}
}

View File

@@ -1054,7 +1054,7 @@ namespace Content.Shared.CCVar
/// Useful to prevent clipping through objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaxVelocity =
CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
CVarDef.Create("atmos.space_wind_max_velocity", 15f, CVar.SERVERONLY);
/// <summary>
/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
@@ -1063,6 +1063,24 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<float> SpaceWindMaxPushForce =
CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
/// <summary>
/// If an object's mass is below this number, then this number is used in place of mass to determine whether air pressure can throw an object.
/// This has nothing to do with throwing force, only acting as a way of reducing the odds of tiny 5 gram objects from being yeeted by people's breath
/// </summary>
/// <remarks>
/// If you are reading this because you want to change it, consider looking into why almost every item in the game weighs only 5 grams
/// And maybe do your part to fix that? :)
/// </remarks>
public static readonly CVarDef<float> SpaceWindMinimumCalculatedMass =
CVarDef.Create("atmos.space_wind_minimum_calculated_mass", 10f, CVar.SERVERONLY);
/// <summary>
/// Calculated as 1/Mass, where Mass is the physics.Mass of the desired threshold.
/// If an object's inverse mass is lower than this, it is capped at this. Basically, an upper limit to how heavy an object can be before it stops resisting space wind more.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaximumCalculatedInverseMass =
CVarDef.Create("atmos.space_wind_maximum_calculated_inverse_mass", 0.04f, CVar.SERVERONLY);
/// <summary>
/// Whether monstermos tile equalization is enabled.
/// </summary>
@@ -1084,7 +1102,21 @@ namespace Content.Shared.CCVar
/// Also looks weird on slow spacing for unrelated reasons. If you do want to enable this, you should probably turn on instaspacing.
/// </summary>
public static readonly CVarDef<bool> MonstermosRipTiles =
CVarDef.Create("atmos.monstermos_rip_tiles", false, CVar.SERVERONLY);
CVarDef.Create("atmos.monstermos_rip_tiles", true, CVar.SERVERONLY);
/// <summary>
/// Taken as the cube of a tile's mass, this acts as a minimum threshold of mass for which air pressure calculates whether or not to rip a tile from the floor
/// This should be set by default to the cube of the game's lowest mass tile as defined in their prototypes, but can be increased for server performance reasons
/// </summary>
public static readonly CVarDef<float> MonstermosRipTilesMinimumPressure =
CVarDef.Create("atmos.monstermos_rip_tiles_min_pressure", 7500f, CVar.SERVERONLY);
/// <summary>
/// Taken after the minimum pressure is checked, the effective pressure is multiplied by this amount.
/// This allows server hosts to finely tune how likely floor tiles are to be ripped apart by air pressure
/// </summary>
public static readonly CVarDef<float> MonstermosRipTilesPressureOffset =
CVarDef.Create("atmos.monstermos_rip_tiles_pressure_offset", 0.44f, CVar.SERVERONLY);
/// <summary>
/// Whether explosive depressurization will cause the grid to gain an impulse.
@@ -1115,6 +1147,13 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<float> AtmosSpacingMaxWind =
CVarDef.Create("atmos.mmos_max_wind", 500f, CVar.SERVERONLY);
/// <summary>
/// Increases default airflow calculations to O(n^2) complexity, for use with heavy space wind optimizations. Potato servers BEWARE
/// This solves the problem of objects being trapped in an infinite loop of slamming into a wall repeatedly.
/// </summary>
public static readonly CVarDef<bool> MonstermosUseExpensiveAirflow =
CVarDef.Create("atmos.mmos_expensive_airflow", true, CVar.SERVERONLY);
/// <summary>
/// Whether atmos superconduction is enabled.
/// </summary>
@@ -1171,6 +1210,13 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<float> AtmosHeatScale =
CVarDef.Create("atmos.heat_scale", 8f, CVar.SERVERONLY);
/// <summary>
/// A multiplier on the amount of force applied to Humanoid entities, as tracked by HumanoidAppearanceComponent
/// This multiplier is added after all other checks are made, and applies to both throwing force, and how easy it is for an entity to be thrown.
/// </summary>
public static readonly CVarDef<float> AtmosHumanoidThrowMultiplier =
CVarDef.Create("atmos.humanoid_throw_multiplier", 2f, CVar.SERVERONLY);
/*
* MIDI instruments
*/

View File

@@ -117,5 +117,11 @@ namespace Content.Shared.Maps
{
TileId = id;
}
[DataField]
public bool Reinforced = false;
[DataField]
public float TileRipResistance = 125f;
}
}

View File

@@ -2,4 +2,4 @@
round-end-system-shuttle-called-announcement-reason =
Эвакуационный шаттл был вызван. Он прибудет через: {$time} {$units}.
Причина: {$reason}
Причина: {$reason}

View File

@@ -22,7 +22,7 @@
shape:
!type:PhysShapeCircle
radius: 0.25
density: 10
density: 0.8
mask:
- FlyingMobMask
layer:
@@ -89,7 +89,7 @@
shape:
!type:PhysShapeCircle
radius: 0.1
density: 30
density: 0.1
mask:
- FlyingMobMask
layer:
@@ -325,7 +325,7 @@
shape:
!type:PhysShapeCircle
radius: 0.2
density: 100
density: 0.0007
mask:
- SmallMobMask
layer:
@@ -428,7 +428,7 @@
shape:
!type:PhysShapeCircle
radius: 0.2
density: 120
density: 0.007
mask:
- SmallMobMask
layer:
@@ -1518,7 +1518,7 @@
shape:
!type:PhysShapeCircle
radius: 0.2
density: 100
density: 0.76
mask:
- SmallMobMask
layer:
@@ -2450,7 +2450,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 50 #They actually are pretty light, I looked it up
density: 16.66
mask:
- MobMask
layer:
@@ -2527,7 +2527,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 50
density: 25.5
mask:
- MobMask
layer:
@@ -2676,7 +2676,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 15
density: 9
mask:
- MobMask
layer:
@@ -2822,6 +2822,17 @@
Base: caracal_flop
Dead:
Base: caracal_dead
- type: Fixtures
fixtures:
fix1:
shape:
!type:PhysShapeCircle
radius: 0.35
density: 30
mask:
- MobMask
layer:
- MobLayer
- type: entity
name: kitten
@@ -2855,6 +2866,17 @@
thresholds:
0: Alive
25: Dead
- type: Fixtures
fixtures:
fix1:
shape:
!type:PhysShapeCircle
radius: 0.35
density: 2
mask:
- MobMask
layer:
- MobLayer
- type: entity
name: sloth
@@ -2935,7 +2957,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 5
density: 4
mask:
- MobMask
layer:
@@ -3012,7 +3034,7 @@
shape:
!type:PhysShapeCircle
radius: 0.2
density: 120
density: 0.8
mask:
- SmallMobMask
layer:
@@ -3134,7 +3156,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 250
density: 750
mask:
- MobMask
layer:
@@ -3219,7 +3241,7 @@
shape:
!type:PhysShapeCircle
radius: 0.35
density: 100 # High, because wood is heavy.
density: 15
mask:
- MobMask
layer:

View File

@@ -15,6 +15,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelCheckerLight
@@ -33,6 +34,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteelCheckerLight
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelCheckerDark
@@ -51,6 +53,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteelCheckerDark
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelMini
@@ -69,6 +72,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelPavement
@@ -87,6 +91,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelDiagonal
@@ -105,6 +110,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelOffset
@@ -117,6 +123,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelMono
@@ -135,6 +142,7 @@
collection: FootstepTile
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelPavementVertical
@@ -153,6 +161,7 @@
collection: FootstepTile
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelHerringbone
@@ -171,6 +180,7 @@
collection: FootstepTile
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorSteelDiagonalMini
@@ -189,6 +199,7 @@
collection: FootstepTile
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorBrassFilled
@@ -201,7 +212,8 @@
collection: FootstepHull
itemDrop: FloorTileItemBrassFilled
heatCapacity: 10000
tileRipResistance: 220
- type: tile
id: FloorBrassReebe
name: tiles-brass-floor-reebe
@@ -213,6 +225,7 @@
collection: FootstepHull
itemDrop: FloorTileItemBrassReebe
heatCapacity: 10000
tileRipResistance: 220
- type: tile
id: FloorPlastic
@@ -231,6 +244,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWood
@@ -251,6 +265,7 @@
collection: BarestepWood
itemDrop: FloorTileItemWood
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhite
@@ -269,6 +284,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteMini
@@ -287,6 +303,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhitePavement
@@ -305,6 +322,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteDiagonal
@@ -323,6 +341,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteOffset
@@ -335,6 +354,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteMono
@@ -353,6 +373,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhitePavementVertical
@@ -371,6 +392,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteHerringbone
@@ -389,6 +411,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhiteDiagonalMini
@@ -407,6 +430,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorWhitePlastic
@@ -425,6 +449,7 @@
collection: FootstepTile
itemDrop: FloorTileItemWhite
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorDark
@@ -443,6 +468,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkMini
@@ -461,6 +487,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkPavement
@@ -479,6 +506,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkDiagonal
@@ -497,6 +525,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkOffset
@@ -509,6 +538,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkMono
@@ -527,6 +557,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkPavementVertical
@@ -545,6 +576,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkHerringbone
@@ -563,6 +595,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkDiagonalMini
@@ -581,6 +614,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorDarkPlastic
@@ -599,6 +633,7 @@
collection: FootstepTile
itemDrop: FloorTileItemDark
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorTechMaint
@@ -611,6 +646,7 @@
collection: FootstepHull
itemDrop: FloorTileItemTechmaint
heatCapacity: 10000
tileRipResistance: 250
- type: tile
id: FloorReinforced
@@ -623,6 +659,7 @@
collection: FootstepHull
itemDrop: FloorTileItemReinforced
heatCapacity: 10000
reinforced: true
- type: tile
id: FloorMono
@@ -635,6 +672,7 @@
collection: FootstepTile
itemDrop: FloorTileItemMono
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorLino
@@ -647,6 +685,7 @@
collection: FootstepTile
itemDrop: FloorTileItemLino
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorSteelDirty
@@ -659,6 +698,7 @@
collection: FootstepPlating
itemDrop: FloorTileItemDirty
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorElevatorShaft
@@ -671,6 +711,7 @@
collection: FootstepHull
itemDrop: FloorTileItemElevatorShaft
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorMetalDiamond
@@ -683,6 +724,7 @@
collection: FootstepHull
itemDrop: FloorTileItemMetalDiamond
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorRockVault
@@ -695,6 +737,7 @@
collection: FootstepAsteroid
itemDrop: FloorTileItemRockVault
heatCapacity: 10000
tileRipResistance: 400
- type: tile
id: FloorBlue
@@ -707,6 +750,7 @@
collection: FootstepTile
itemDrop: FloorTileItemBlue
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorSteelLime
@@ -725,6 +769,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemLime
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorMining
@@ -737,6 +782,7 @@
collection: FootstepTile
itemDrop: FloorTileItemMining
heatCapacity: 10000
tileRipResistance: 250
- type: tile
id: FloorMiningDark
@@ -749,6 +795,7 @@
collection: FootstepTile
itemDrop: FloorTileItemMiningDark
heatCapacity: 10000
tileRipResistance: 250
- type: tile
id: FloorMiningLight
@@ -761,6 +808,7 @@
collection: FootstepTile
itemDrop: FloorTileItemMiningLight
heatCapacity: 10000
tileRipResistance: 250
# Departamental
- type: tile
@@ -774,6 +822,7 @@
collection: FootstepHull
itemDrop: FloorTileItemFreezer
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorShowroom
@@ -792,6 +841,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShowroom
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorHydro
@@ -804,6 +854,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemHydro
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorBar
@@ -822,6 +873,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemBar
heatCapacity: 10000
tileRipResistance: 100
- type: tile
id: FloorClown
@@ -834,6 +886,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemClown
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorMime
@@ -846,6 +899,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemMime
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorKitchen
@@ -858,6 +912,7 @@
collection: FootstepTile
itemDrop: FloorTileItemKitchen
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorLaundry
@@ -870,6 +925,7 @@
collection: FootstepTile
itemDrop: FloorTileItemLaundry
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorSteelDamaged
@@ -889,6 +945,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel #This should probably be made null when it becomes possible to make it such, in SS13 prying destroyed tiles wouldn't give you anything.
heatCapacity: 10000
tileRipResistance: 175
- type: tile
id: FloorSteelBurnt
@@ -905,6 +962,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemSteel #Same case as FloorSteelDamaged, make it null when possible
heatCapacity: 10000
tileRipResistance: 175
# Concrete
@@ -926,6 +984,7 @@
itemDrop: FloorTileItemConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorConcreteMono
@@ -945,6 +1004,7 @@
itemDrop: FloorTileItemConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorConcreteSmooth
@@ -964,6 +1024,7 @@
itemDrop: FloorTileItemConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorGrayConcrete
@@ -983,6 +1044,7 @@
itemDrop: FloorTileItemGrayConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorGrayConcreteMono
@@ -1002,6 +1064,7 @@
itemDrop: FloorTileItemGrayConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorGrayConcreteSmooth
@@ -1021,6 +1084,7 @@
itemDrop: FloorTileItemGrayConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorOldConcrete
@@ -1040,6 +1104,7 @@
itemDrop: FloorTileItemOldConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorOldConcreteMono
@@ -1059,6 +1124,7 @@
itemDrop: FloorTileItemOldConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
- type: tile
id: FloorOldConcreteSmooth
@@ -1078,6 +1144,7 @@
itemDrop: FloorTileItemOldConcrete
heatCapacity: 10000
weather: true
tileRipResistance: 300
# Carpets (non smoothing)
- type: tile
@@ -1094,6 +1161,7 @@
friction: 0.25
itemDrop: FloorTileItemArcadeBlue
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorArcadeBlue2
@@ -1109,6 +1177,7 @@
friction: 0.25
itemDrop: FloorTileItemArcadeBlue2
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorArcadeRed
@@ -1124,6 +1193,7 @@
friction: 0.25
itemDrop: FloorTileItemArcadeRed
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorEighties
@@ -1139,6 +1209,7 @@
friction: 0.25
itemDrop: FloorTileItemEighties
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorCarpetClown
@@ -1154,6 +1225,7 @@
friction: 0.25
itemDrop: FloorTileItemCarpetClown
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorCarpetOffice
@@ -1169,6 +1241,7 @@
friction: 0.25
itemDrop: FloorTileItemCarpetOffice
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorBoxing
@@ -1188,6 +1261,7 @@
friction: 0.25
itemDrop: FloorTileItemBoxing
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorGym
@@ -1207,6 +1281,7 @@
friction: 0.25
itemDrop: FloorTileItemGym
heatCapacity: 10000
tileRipResistance: 50
# Shuttle
- type: tile
@@ -1225,6 +1300,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleWhite
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttleGrey
@@ -1243,6 +1319,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleGrey
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttleBlack
@@ -1261,6 +1338,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleBlack
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttleBlue
@@ -1278,6 +1356,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleBlue
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttleOrange
@@ -1295,6 +1374,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleOrange
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttlePurple
@@ -1312,6 +1392,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttlePurple
heatCapacity: 10000
tileRipResistance: 4500
- type: tile
id: FloorShuttleRed
@@ -1329,6 +1410,7 @@
collection: FootstepFloor
itemDrop: FloorTileItemShuttleRed
heatCapacity: 10000
tileRipResistance: 4500
# Materials
@@ -1343,6 +1425,7 @@
collection: FootstepTile
itemDrop: FloorTileItemGold
heatCapacity: 10000
tileRipResistance: 600
- type: tile
id: FloorSilver
@@ -1355,6 +1438,7 @@
collection: FootstepTile
itemDrop: FloorTileItemSilver
heatCapacity: 10000
tileRipResistance: 500
- type: tile
id: FloorGlass
@@ -1367,6 +1451,7 @@
collection: FootstepTile
itemDrop: SheetGlass1
heatCapacity: 10000
tileRipResistance: 150
- type: tile
id: FloorRGlass
@@ -1385,6 +1470,7 @@
collection: FootstepTile
itemDrop: SheetRGlass1
heatCapacity: 10000
tileRipResistance: 175
# Circuits
- type: tile
@@ -1398,6 +1484,7 @@
collection: FootstepHull
itemDrop: FloorTileItemGCircuit
heatCapacity: 10000
tileRipResistance: 225
- type: tile
id: FloorBlueCircuit
@@ -1410,6 +1497,7 @@
collection: FootstepHull
itemDrop: FloorTileItemBCircuit
heatCapacity: 10000
tileRipResistance: 225
# Terrain
- type: tile
@@ -1695,6 +1783,7 @@
itemDrop: FloorTileItemFlesh
friction: 0.05 #slippy
heatCapacity: 10000
tileRipResistance: 80
- type: tile
id: FloorTechMaint2
@@ -1707,6 +1796,7 @@
collection: FootstepHull
itemDrop: FloorTileItemSteelMaint
heatCapacity: 10000
tileRipResistance: 225
- type: tile
id: FloorTechMaint3
@@ -1725,6 +1815,7 @@
collection: FootstepHull
itemDrop: FloorTileItemGratingMaint
heatCapacity: 10000
tileRipResistance: 225
- type: tile
id: FloorWoodTile
@@ -1745,6 +1836,7 @@
collection: BarestepWood
itemDrop: FloorTileItemWoodPattern
heatCapacity: 10000
tileRipResistance: 75
- type: tile
id: FloorBrokenWood
@@ -1768,6 +1860,7 @@
collection: BarestepWood
itemDrop: MaterialWoodPlank1
heatCapacity: 10000
tileRipResistance: 60
- type: tile
id: FloorWebTile
@@ -1782,6 +1875,7 @@
collection: BarestepCarpet
itemDrop: FloorTileItemWeb
heatCapacity: 10000
tileRipResistance: 30
- type: tile
id: FloorChromite
@@ -1813,6 +1907,7 @@
collection: FootstepHull
itemDrop: FloorTileItemSteel #probably should not be normally obtainable, but the game shits itself and dies when you try to put null here
heatCapacity: 10000
tileRipResistance: 500
- type: tile
id: FloorHullReinforced
@@ -1825,6 +1920,7 @@
itemDrop: FloorTileItemSteel
heatCapacity: 100000 #/tg/ has this set as "INFINITY." I don't know if that exists here so I've just added an extra 0
indestructible: true
reinforced: true
- type: tile
id: FloorReinforcedHardened
@@ -1835,6 +1931,7 @@
footstepSounds:
collection: FootstepHull
itemDrop: FloorTileItemReinforced #same case as FloorHull
reinforced: true
# Faux sci tiles
@@ -1866,6 +1963,7 @@
collection: FootstepGrass
itemDrop: FloorTileItemAstroGrass
heatCapacity: 10000
tileRipResistance: 50
- type: tile
id: FloorMowedAstroGrass
@@ -1875,6 +1973,7 @@
isSubfloor: false
deconstructTools: [ Cutting ]
itemDrop: FloorTileItemMowedAstroGrass
tileRipResistance: 50
- type: tile
id: FloorJungleAstroGrass
@@ -1884,6 +1983,7 @@
isSubfloor: false
deconstructTools: [ Cutting ]
itemDrop: FloorTileItemJungleAstroGrass
tileRipResistance: 50
# Ice
- type: tile
@@ -1899,6 +1999,7 @@
mobFrictionNoInput: 0.05
mobAcceleration: 2
itemDrop: FloorTileItemAstroIce
tileRipResistance: 50
- type: tile
id: FloorAstroSnow
@@ -1908,6 +2009,7 @@
isSubfloor: false
deconstructTools: [ Prying ]
itemDrop: FloorTileItemAstroSnow
tileRipResistance: 50
- type: tile
id: FloorWoodLarge
@@ -1927,4 +2029,5 @@
barestepSounds:
collection: BarestepWood
itemDrop: FloorTileItemWoodLarge
heatCapacity: 10000
heatCapacity: 10000
tileRipResistance: 100