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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@ -47,6 +47,8 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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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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@ -62,6 +64,8 @@ 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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@ -203,7 +207,17 @@ namespace Content.Server.Atmos.EntitySystems
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if (flammable.OnFire && otherFlammable.OnFire)
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{
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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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// 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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{
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
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}
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var total = mass1 + mass2;
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / total;
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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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@ -212,25 +226,24 @@ namespace Content.Server.Atmos.EntitySystems
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}
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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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var (srcUid, srcFlammable, destUid, destFlammable) = flammable.OnFire
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? (uid, flammable, otherUid, otherFlammable)
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: (otherUid, otherFlammable, uid, flammable);
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// if the thing on fire has less mass, spread less firestacks and vice versa
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var ratio = 0.5f;
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if (_physicsQuery.TryComp(srcUid, out var srcPhysics) && _physicsQuery.TryComp(destUid, out var destPhys))
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{
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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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ratio *= srcPhysics.Mass / destPhys.Mass;
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}
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else
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var lost = srcFlammable.FireStacks * ratio;
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destFlammable.FireStacks += lost;
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Ignite(destUid, srcUid, destFlammable);
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if (srcFlammable.CanExtinguish)
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{
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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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srcFlammable.FireStacks -= lost;
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UpdateAppearance(srcUid, srcFlammable);
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}
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}
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