Add an atmos throw velocity cap, adjustible console variables, and fix throw directions for station rotation (#7631)
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@ -9,6 +9,10 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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public bool SpaceWind { get; private set; }
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public float SpaceWindPressureForceDivisorThrow { get; private set; }
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public float SpaceWindPressureForceDivisorPush { get; private set; }
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public float SpaceWindMaxVelocity { get; private set; }
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public float SpaceWindMaxPushForce { get; private set; }
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public bool MonstermosEqualization { get; private set; }
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public bool MonstermosDepressurization { get; private set; }
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public bool MonstermosRipTiles { get; private set; }
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@ -23,6 +27,10 @@ namespace Content.Server.Atmos.EntitySystems
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private void InitializeCVars()
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{
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_cfg.OnValueChanged(CCVars.SpaceWind, value => SpaceWind = value, true);
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_cfg.OnValueChanged(CCVars.SpaceWindPressureForceDivisorThrow, value => SpaceWindPressureForceDivisorThrow = value, true);
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_cfg.OnValueChanged(CCVars.SpaceWindPressureForceDivisorPush, value => SpaceWindPressureForceDivisorPush = value, true);
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_cfg.OnValueChanged(CCVars.SpaceWindMaxVelocity, value => SpaceWindMaxVelocity = value, true);
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_cfg.OnValueChanged(CCVars.SpaceWindMaxPushForce, value => SpaceWindMaxPushForce = value, true);
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_cfg.OnValueChanged(CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true);
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_cfg.OnValueChanged(CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
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_cfg.OnValueChanged(CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);
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@ -104,6 +104,9 @@ namespace Content.Server.Atmos.EntitySystems
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}
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}
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// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
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var gridWorldRotation = xforms.GetComponent(gridAtmosphere.Owner).WorldRotation;
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foreach (var entity in _lookup.GetEntitiesIntersecting(tile.GridIndex, tile.GridIndices))
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{
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// Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway.
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@ -125,6 +128,7 @@ namespace Content.Server.Atmos.EntitySystems
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tile.PressureDifference,
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tile.PressureDirection, 0,
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tile.PressureSpecificTarget?.GridIndices.ToEntityCoordinates(tile.GridIndex, _mapManager) ?? EntityCoordinates.Invalid,
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gridWorldRotation,
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xforms.GetComponent(entity),
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body);
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}
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@ -140,6 +144,7 @@ namespace Content.Server.Atmos.EntitySystems
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_spaceWindSoundCooldown = 0;
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}
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// Called from AtmosphereSystem.LINDA.cs with SpaceWind CVar check handled there.
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private void ConsiderPressureDifference(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, TileAtmosphere other, float difference)
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{
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gridAtmosphere.HighPressureDelta.Add(tile);
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@ -157,6 +162,7 @@ namespace Content.Server.Atmos.EntitySystems
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AtmosDirection direction,
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float pressureResistanceProbDelta,
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EntityCoordinates throwTarget,
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Angle gridWorldRotation,
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TransformComponent? xform = null,
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PhysicsComponent? physics = null)
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{
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@ -188,18 +194,28 @@ namespace Content.Server.Atmos.EntitySystems
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if (maxForce > MovedByPressureComponent.ThrowForce)
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{
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var moveForce = maxForce;
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moveForce /= (throwTarget != EntityCoordinates.Invalid) ? SpaceWindPressureForceDivisorThrow : SpaceWindPressureForceDivisorPush;
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moveForce *= MathHelper.Clamp(moveProb, 0, 100);
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// Apply a sanity clamp to prevent being thrown through objects.
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var maxSafeForceForObject = SpaceWindMaxVelocity * physics.Mass;
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moveForce = MathF.Min(moveForce, maxSafeForceForObject);
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// Grid-rotation adjusted direction
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var dirVec = (direction.ToAngle() + gridWorldRotation).ToWorldVec();
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// TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
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var pos = ((throwTarget.Position - xform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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var pos = ((throwTarget.ToMap(EntityManager).Position - xform.WorldPosition).Normalized + dirVec).Normalized;
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physics.ApplyLinearImpulse(pos * moveForce);
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}
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else
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{
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var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
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physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
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moveForce = MathF.Min(moveForce, SpaceWindMaxPushForce);
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physics.ApplyLinearImpulse(dirVec * moveForce);
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}
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component.LastHighPressureMovementAirCycle = cycle;
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@ -544,6 +544,32 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool> SpaceWind =
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CVarDef.Create("atmos.space_wind", true, CVar.SERVERONLY);
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/// <summary>
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/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
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/// </summary>
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public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
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CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
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/// <summary>
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/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
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/// </summary>
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public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
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CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
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/// <summary>
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/// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
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/// Useful to prevent clipping through objects.
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/// </summary>
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public static readonly CVarDef<float> SpaceWindMaxVelocity =
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CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
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/// <summary>
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/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
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/// A "throwing" atmospheric pressure difference ignores this limit, but not the max. velocity limit.
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/// </summary>
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public static readonly CVarDef<float> SpaceWindMaxPushForce =
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CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
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/// <summary>
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/// Whether monstermos tile equalization is enabled.
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/// </summary>
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