make fire spreading scale with mass (#27202)

* make fire spreading scale with mass

* realer

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit fcf5057b61321920826b630384e0dc6ff5de55e8)
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deltanedas 2024-04-22 08:42:26 +00:00 committed by null
parent fd40a7a33a
commit 2155f79512
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GPG Key ID: 212F05528FD678BE
1 changed files with 30 additions and 17 deletions

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@ -47,6 +47,8 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private EntityQuery<PhysicsComponent> _physicsQuery;
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
@ -62,6 +64,8 @@ namespace Content.Server.Atmos.EntitySystems
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
@ -203,7 +207,17 @@ namespace Content.Server.Atmos.EntitySystems
if (flammable.OnFire && otherFlammable.OnFire)
{
// Both are on fire -> equalize fire stacks.
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
// 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))
{
mass1 = physics.Mass;
mass2 = otherPhys.Mass;
}
var total = mass1 + mass2;
var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / total;
flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
UpdateAppearance(uid, flammable);
@ -212,25 +226,24 @@ namespace Content.Server.Atmos.EntitySystems
}
// Only one is on fire -> attempt to spread the fire.
if (flammable.OnFire)
var (srcUid, srcFlammable, destUid, destFlammable) = flammable.OnFire
? (uid, flammable, otherUid, otherFlammable)
: (otherUid, otherFlammable, uid, flammable);
// if the thing on fire has less mass, spread less firestacks and vice versa
var ratio = 0.5f;
if (_physicsQuery.TryComp(srcUid, out var srcPhysics) && _physicsQuery.TryComp(destUid, out var destPhys))
{
otherFlammable.FireStacks += flammable.FireStacks / 2;
Ignite(otherUid, uid, otherFlammable);
if (flammable.CanExtinguish)
{
flammable.FireStacks /= 2;
UpdateAppearance(uid, flammable);
}
ratio *= srcPhysics.Mass / destPhys.Mass;
}
else
var lost = srcFlammable.FireStacks * ratio;
destFlammable.FireStacks += lost;
Ignite(destUid, srcUid, destFlammable);
if (srcFlammable.CanExtinguish)
{
flammable.FireStacks += otherFlammable.FireStacks / 2;
Ignite(uid, otherUid, flammable);
if (otherFlammable.CanExtinguish)
{
otherFlammable.FireStacks /= 2;
UpdateAppearance(otherUid, otherFlammable);
}
srcFlammable.FireStacks -= lost;
UpdateAppearance(srcUid, srcFlammable);
}
}